# SimplygonShadingNetwork command

# Description

The SimplygonShadingNetwork command is responsible for creating shading network templates in Maya. Shading networks are usually generated automatically in the plug-in but for some material types, such as DirectX, CGFX and Stingray, the mapping has to be done manually. It is recommended to read Shading network concepts before proceeding.

# Syntax

    # Flags and args

    Short flag Long flag Argument(s) Description
    cn CreateNode string materialName
    string nodeType
    string nodeName
    Creates a node of the given type.
    si SetInput string materialName
    string nodeName
    uint inputSlot
    string nodeNameToConnect
    Connects a node to another node’s input slot.
    sd SetDefault string materialName
    string nodeName
    uint inputSlot
    double A
    double B
    double C
    Sets default values for the given node input.
    sd1 SetDefault1f string materialName
    string nodeName
    uint inputSlot
    uint component
    double A
    Sets default value for the given node input on the given component [RGBA, 0-3].
    sce SetExitNode string materialName
    string channelName
    string nodeName
    Sets the exit node for the given material channel.
    exf ExportXML string materialName
    string channelName
    string filePath
    Exports shading network for the given material channel to file.
    swz Swizzle string materialName
    string nodeName
    uint inputSlot
    uint outputSlot
    Sets output slot for the given input slot for the specified swizzle node
    (RGBA -> 0, 1, 2, 3).
    svn SetVertexColorName string materialName
    string nodeName
    string colorSetName
    Sets which color set to sample from for the given vertex color node.
    svc SetVertCol string materialName
    string nodeName
    uint colorSet
    Sets which color set to sample from for the given vertex color node.
    uva SetUVAll string nodeName
    string uvSetName
    Sets the UV-set for the texture nodes matching the specified node name.
    uvm SetUVMaterial string materialName
    string nodeName
    string uvSetName
    Sets the UV-set for the texture nodes that matches the specified node name for the given material.
    uvc SetUVMaterialChannel string materialName
    string channelName
    string nodeName
    string uvSetName
    Sets the UV-set for the texture nodes that matches the specified node name for the given material channel.
    sa SetSRGBAll string nodeName
    bool isSRGB
    Sets the sRGB flag for the texture nodes matching the specified node name.
    sm SetSRGBMaterial string materialName
    string nodeName
    bool isSRGB
    Sets the sRGB flag for the texture nodes that matches the specified node name for the given material.
    sc SetSRGBMaterialChannel string materialName
    string channelName
    string nodeName
    bool isSRGB
    Sets the sRGB flag for the texture nodes that matches the specified node name for the given material channel.
    tmc SetUVTilingMaterialChannel string materialName
    string channelName
    string nodeName
    double uTiling
    double vTiling
    Sets u- and v-tiling for the given texture node.
    omc SetUVOffsetMaterialChannel string materialName
    string channelName
    string nodeName
    double uOffset
    double vOffset
    Sets u- and v-offset for the given texture node.
    sgn SetGeometryFieldName string materialName
    string nodeName
    string geometryFieldName
    Sets the field name for the given geometry field node.
    sgi SetGeometryFieldIndex string materialName
    string nodeName
    int geometryFieldIndex
    Sets the field index for the given geometry field node.
    sgt SetGeometryFieldType string materialName
    string nodeName
    int geometryFieldType
    Sets the field type (EGeometryFieldType in Simplygon API) for the given geometry field node.

    # Examples

    This section contains some examples on how to setup shading networks through MEL and Python. We've left out some parts of the scripts to keep things as simple as possible.

    • import maya.cmds as cmds must declared at the top of each Python script.
    • reductionPipeline settings-path must be declared for both MEL and Python scripts where it makes sense.
    • materialName is used as a place-holder for the name of the material we are currently working on.
    • a scene-selection is made before each Simplygon-command.

    # Create shading node

    Creates two texture-nodes that points to the texture slots of the CGFX material's HLSL shader, in this case DiffuseSampler and NormalsSampler (as defined in the shader).

      For CGFX materials the sampler2D (DiffuseSampler) represents the texture slot. For DirectX materials the texture (DiffuseTexture) represents the texture slot. This means that we'll use the sampler2D when mapping textures from CGFX to Simplygon, and texture when mapping textures from DirectX to Simplygon.

        # Set default values

        Sets the default values of (for example) a Multiply-node. The name of the node is "multiplyNode".

          # Set exit node

          Assigns a shading node to a material channel, in this case we connect as texture node (which points to DiffuseSampler in shader) to the Diffuse channel.

            # Set swizzle

            Reverses the color channels (RGBA -> ABGR) using a swizzling node. The name of the node is "swizzleNode".

              # Set vertex-color set

              Assigns "colorSet1" (of the mesh) to a vertex-color node. Can be used to blend textures by vertex colors or bake vertex colors to texture. The name of the node is "vertexColorNode".

                # Specify geometry data field

                Assigns a data field (of the mesh) to a geometry-field node. The node can be used to sample specific geometry fields in shading network such as Coords, TexCoords, Normals, Tangents, Bitangents, Colors, TriangleIds and MaterialIds (see EGeometryDataFieldType). In this example we will set up a geometry field node that samples from the color field 'colorSet1'.

                SetGeometryFieldType (sgt) specifies which type of the field to sample from, as all colors are stored as 'Color'-fields in Simplygon we want to use the 'Color' index in EGeometryDataFieldType as the type, which is 5.

                SetGeometryFieldName (sgn) and SetGeometryFieldIndex (sgi) specifies either the Name or Index of the Color field to sample from, Name har precedence over Index (index might also differ between meshes).

                The name of the node is "geometryFieldNode".

                  # Override UV-set

                  Overrides a texture's UV-set (globally). The name of the texture node is "DiffuseSampler".

                    # Override sRGB

                    Overrides the sRGB-flag for Diffuse and Normals.

                      # Override tiling/offset

                      Overrides a texture-node's tiling and offset values for the Diffuse channel. The name of the texture node is "DiffuseSampler".

                        # Export Shading Network XML

                        Exports a shading network for the given material channel to XML.

                          # Import Shading Network XML

                          Imports shading network XML through the Simplygon command.

                            # Next steps

                            Get to know how to work with shading networks: