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testUsdExportRfMShaders.py
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testUsdExportRfMShaders.py
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#!/usr/bin/env mayapy
#
# Copyright 2020 Pixar
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
from pxr import Usd
from pxr import UsdShade
from maya import cmds
from maya import standalone
import os
import unittest
import fixturesUtils
class testUsdExportRfMShaders(unittest.TestCase):
@classmethod
def setUpClass(cls):
inputPath = fixturesUtils.setUpClass(__file__)
mayaFile = os.path.join(inputPath, 'UsdExportRfMShadersTest',
'MarbleCube.ma')
cmds.file(mayaFile, force=True, open=True)
# Export to USD.
usdFilePath = os.path.abspath('MarbleCube.usda')
cmds.mayaUSDExport(mergeTransformAndShape=True, file=usdFilePath,
shadingMode='useRegistry', convertMaterialsTo=['rendermanForMaya'],
materialsScopeName='Materials', legacyMaterialScope=False,
defaultPrim='None')
cls._stage = Usd.Stage.Open(usdFilePath)
@classmethod
def tearDownClass(cls):
standalone.uninitialize()
def testStageOpens(self):
'''
Tests that the USD stage was opened successfully.
'''
self.assertTrue(self._stage)
def testExportRfMShaders(self):
'''
Tests that exporting a Maya mesh with a simple Maya shading setup
results in the correct shading on the USD mesh.
'''
cubePrim = self._stage.GetPrimAtPath('/MarbleCube/Geom/Cube')
self.assertTrue(cubePrim)
# Validate the Material prim bound to the Mesh prim.
self.assertTrue(cubePrim.HasAPI(UsdShade.MaterialBindingAPI))
materialBindingAPI = UsdShade.MaterialBindingAPI(cubePrim)
material = materialBindingAPI.ComputeBoundMaterial()[0]
self.assertTrue(material)
materialPath = material.GetPath().pathString
self.assertEqual(materialPath, '/Materials/MarbleCubeSG')
# For USD 21.05 and later, GetInputs() and GetOutputs() take an
# "onlyAuthored" argument that is True by default, so in that case
# we expect only one output on the material for the "surface"
# terminal in the "ri" renderContext that the export should have
# authored.
expectedNumOutputs = 1
materialOutputs = material.GetOutputs()
self.assertEqual(len(materialOutputs), expectedNumOutputs)
# Validate the lambert surface shader that is connected to the material.
materialOutput = material.GetOutput('ri:surface')
(connectableAPI, outputName, outputType) = materialOutput.GetConnectedSource()
self.assertEqual(outputName, UsdShade.Tokens.surface)
shader = UsdShade.Shader(connectableAPI)
self.assertTrue(shader)
shaderId = shader.GetIdAttr().Get()
self.assertEqual(shaderId, 'PxrMayaLambert')
# Validate the connected input on the lambert surface shader.
shaderInput = shader.GetInput('color')
self.assertTrue(shaderInput)
(connectableAPI, outputName, outputType) = shaderInput.GetConnectedSource()
self.assertEqual(outputName, 'outColor')
shader = UsdShade.Shader(connectableAPI)
self.assertTrue(shader)
shaderId = shader.GetIdAttr().Get()
self.assertEqual(shaderId, 'PxrMayaMarble')
# Validate the connected input on the marble shader.
shaderInput = shader.GetInput('placementMatrix')
self.assertTrue(shaderInput)
(connectableAPI, outputName, outputType) = shaderInput.GetConnectedSource()
self.assertEqual(outputName, 'worldInverseMatrix')
shader = UsdShade.Shader(connectableAPI)
self.assertTrue(shader)
shaderId = shader.GetIdAttr().Get()
self.assertEqual(shaderId, 'PxrMayaPlacement3d')
def testShaderAttrsAuthoredSparsely(self):
'''
Tests that only the attributes authored in Maya are exported to USD.
'''
shaderPrimPath = '/Materials/MarbleCubeSG/MarbleLambert'
shaderPrim = self._stage.GetPrimAtPath(shaderPrimPath)
self.assertTrue(shaderPrim)
shader = UsdShade.Shader(shaderPrim)
self.assertTrue(shader)
shaderId = shader.GetIdAttr().Get()
self.assertEqual(shaderId, 'PxrMayaLambert')
shaderInputs = shader.GetInputs()
self.assertEqual(len(shaderInputs), 1)
# We actually expect two outputs on the "top-level" shader. The Maya
# node this shader came from would have had an "outColor" output that
# should have been translated, and then a "surface" output should have
# been created when the shader was bound into the Material.
shaderOutputs = shader.GetOutputs()
self.assertEqual(len(shaderOutputs), 2)
outputNames = {o.GetBaseName() for o in shaderOutputs}
self.assertEqual(outputNames, set(['outColor', 'surface']))
# Traverse the network down to the marble shader
shaderInput = shader.GetInput('color')
self.assertTrue(shaderInput)
(connectableAPI, outputName, outputType) = shaderInput.GetConnectedSource()
shader = UsdShade.Shader(connectableAPI)
self.assertTrue(shader)
inputPlacementMatrix = shader.GetInput('placementMatrix')
(connectableAPI, outputName, outputType) = inputPlacementMatrix.GetConnectedSource()
self.assertEqual(connectableAPI.GetPath().pathString,
'/Materials/MarbleCubeSG/MarbleCubePlace3dTexture')
shaderId = shader.GetIdAttr().Get()
self.assertEqual(shaderId, 'PxrMayaMarble')
shaderOutputs = shader.GetOutputs()
self.assertEqual(len(shaderOutputs), 1)
if __name__ == '__main__':
unittest.main(verbosity=2)