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This procedure is called as the last step of the render pass node creation procedure. It could be used to configure a render pass node with different values than the default ones. It can also be used to add various custom attributes, in which case it might be useful to also define DL_userRenderPassAEtemplate().

 

global proc DL_userRenderPassUpdate (string $render_pass)

This procedure is called when a scene is opened or referenced. It can be used to update custom render pass attributes of older scenes.  

global proc DL_userRenderPassInit (string $render_pass)

Warning
This

The following procedure is deprecated. Please use the DL_userRenderPassCreate and DL_userRenderPassUpdate procedures, explained above.

global proc DL_userRenderPassInit (string $render_pass)

This procedure is called as the last step of the render pass node creation procedure. It is also called as the last step of the DRP_Init() procedure. It could be used to configure a render pass node with different values than the default ones. It can also be used to add various custom attributes, in which case it might be useful to also define DL_userRenderPassAEtemplate(). Finally, it can be used to update custom render pass attributes of older scenes. It should be desgined so that it can be called several times with the same render pass node during a session.

 

global proc DL_userRenderPassAEtemplate (string $render_pass)

This procedure is called at the end of AEdelightRenderPassTemplate(), which is responsible for defining the attribute editor template for render pass nodes. DL_userRenderPassAEtemplate can be used to define editor template command for user-defined attributes added to the render pass nodes.

 

global proc string[] DL_userGetAllDisplayDrivers ()

This procedure is called whenever the list of display drivers is needed. It is expected to return the complete list of display drivers to be used in the user interface. The list of the display drivers packaged with 3Delight can be retrieved with DRP_getDefaultDisplayDrivers; if they are desired, they must be added to the string array returned by DL_userGetAllDisplayDrivers. The returned list should at least contain "idisplay" and "maya_render_view" somewhere in the array. 

global proc string[] DL_userGetAllDisplayAOVs ()

This procedure is called whenever the list of arbitrary output variables is needed. It is expected to return an array of strings that will be used to build the user interface corresponding to the AOV declarations returned by DL_userGetAllDisplayAOVDeclarations. Note that both DL_userGetAllDisplayAOVs and DL_userGetAllDisplayAOVDeclarations procedures must be defined to be used; they are assumed to return arrays of the same size. The built-in AOVs can be retrieved by calling DRP_getDefaultDisplayAOVs.

 

global proc string[] DL_userGetAllDisplayAOVDeclarations ()

This procedure is called to retrieve an AOV declaration to pass to the display. 3Delight for Maya looks for the currently selected AOV, figure its index in the array returned by DL_userGetAllDisplayAOVs(), and uses that index on the array returned by DL_userGetAllDisplayAOVDeclarations to provide the display driver an output variable. Inline declarations are allowed. Note that both DL_userGetAllDisplayAOVs and DL_userGetAllDisplayAOVDeclarations procedures must be defined to be used; they are assumed to return arrays of the same size. The built-in AOV declarations can be retrieved by calling DRP_getDefaultDisplayAOVDeclarations. 

global proc string[] DL_userGetDisplayAOVsMenuItemsProc ()

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