IC Python API:RLPy RIMaterialComponent

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Contents

Main article: Modules.
Last modified: 04/1/2020

Description

This class is used to manipulate material surface properties. The main material properties are Ambient color, Diffuse color, Specular color, Glossiness value, Self-illumination value, Opacity value, textures, and more. A material is affiliated with an object, therefore, member functions of this class must specify a mesh and material name.

Member Functions

AddAmbientKey ( self, kKey, strMeshName, strMaterialName, kColor )

Add an Ambient key for the material according to the time and Transition Type of kKey.

See Also: AddDiffuseKey, AddGlossinessKey, AddOpacityKey, AddSelfIlluminationKey, AddSpecularKey, AddTextureWeightKey, AddUvDataKey, AddVideoVolumeKey

Parameters

kKey [IN] The key for time and transition control - RKey
strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
kColor [IN] The color of a material’s ambient component - RRgb

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Add an ambient key value
material_component.AddAmbientKey(key, mesh_name, material_name, RLPy.RRgb.RED)

AddDiffuseKey ( self, kKey, strMeshName, strMaterialName, kColor )

Add a Diffuse key for the material according to the time and Transition Type of kKey.

See Also: AddAmbientKey, AddGlossinessKey, AddOpacityKey, AddSelfIlluminationKey, AddSpecularKey, AddTextureWeightKey, AddUvDataKey, AddVideoVolumeKey

Parameters

kKey [IN] The key to add a diffuse key value - RKey
strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
kColor [IN] The color for diffuse - RRgb

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Add a diffuse key value
material_component.AddDiffuseKey(key, mesh_name, material_name, RLPy.RRgb.RED)

AddGlossinessKey ( self, kKey, strMeshName, strMaterialName, fWeight )

Add a Glossiness key for the material according to the time and Transition Type of kKey.

See Also: AddAmbientKey, AddDiffuseKey, AddOpacityKey, AddSelfIlluminationKey, AddSpecularKey, AddTextureWeightKey, AddUvDataKey, AddVideoVolumeKey

Parameters

kKey [IN] The key for time and transition control - RKey
strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
fWeight [IN] The weight for glossiness - float [0~100]

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Add a glossiness key value
material_component.AddGlossinessKey(key, mesh_name, material_name, 0.5)

AddSpecularKey ( self, kKey, strMeshName, strMaterialName, kColor )

Add a Specular key for the material according to the time and Transition Type of kKey.

See Also: AddAmbientKey, AddDiffuseKey, AddGlossinessKey, AddOpacityKey, AddSelfIlluminationKey, AddTextureWeightKey, AddUvDataKey, AddVideoVolumeKey

Parameters

kKey [IN] The key for time and transition control - RKey
strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
kColor [IN] The color for specular - RRgb

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Add a specular key value
material_component.AddSpecularKey(key, mesh_name, material_name, RLPy.RRgb.RED)

AddSelfIlluminationKey ( self, kKey, strMeshName, strMaterialName, kColor )

Add a Self-illumination key for the material according to the time and Transition Type of kKey.

See Also: AddAmbientKey, AddDiffuseKey, AddGlossinessKey, AddOpacityKey, AddSpecularKey, AddTextureWeightKey, AddUvDataKey, AddVideoVolumeKey

Parameters

kKey [IN] The key for time and transition control - RKey

strMeshName [IN] Name of the mesh - string strMaterialName [IN] Name of a mesh material - string fWeight [IN] The weight for self-illumination - float [0~100]

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Add a self-illumination key value
material_component.AddSelfIlluminationKey(key, mesh_name, material_name, 0.5)

AddOpacityKey ( self, kKey, strMeshName, strMaterialName, fWeight )

Add an Opacity key for the material according to the time and Transition Type of kKey.

See Also: AddAmbientKey, AddDiffuseKey, AddGlossinessKey, AddSelfIlluminationKey, AddSpecularKey, AddTextureWeightKey, AddUvDataKey, AddVideoVolumeKey

Parameters

kKey [IN] The key for time and transition control - RKey
strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
fWeight [IN] The weight for opacity - float [0~100]

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Add a opacity key value
material_component.AddOpacityKey(key, mesh_name, material_name, 0.5)

AddTextureWeightKey ( self, kKey, strMeshName, strMaterialName, eChannel, fWeight )

Add a Texture Channel Weight key for the material according to the time and Transition Type of kKey.

See Also: AddAmbientKey, AddDiffuseKey, AddGlossinessKey, AddOpacityKey, AddSelfIlluminationKey, AddSpecularKey, AddTextureWeightKey, AddUvDataKey, AddVideoVolumeKey

Parameters

kKey [IN] The key for time and transition control - RKey
strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
eChannel [IN] A material texture channel - RLPy.EMaterialTextureChannel
  • RLPy.EMaterialTextureChannel_Metallic
  • RLPy.EMaterialTextureChannel_Diffuse
  • RLPy.EMaterialTextureChannel_Specular
  • RLPy.EMaterialTextureChannel_Shininess
  • RLPy.EMaterialTextureChannel_Glow
  • RLPy.EMaterialTextureChannel_Displacement
  • RLPy.EMaterialTextureChannel_Opacity
  • RLPy.EMaterialTextureChannel_DiffuseBlend
  • RLPy.EMaterialTextureChannel_Bump
  • RLPy.EMaterialTextureChannel_Reflection
  • RLPy.EMaterialTextureChannel_Refraction
  • RLPy.EMaterialTextureChannel_Cube
  • RLPy.EMaterialTextureChannel_AmbientOcclusion
  • RLPy.EMaterialTextureChannel_Quantity
fWeight [IN] The weight for channel - float [0~100] ui 上是 0~100, 傳到核心沒乘 0.01

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Modify texture weight
texture_channel = RLPy.EMaterialTextureChannel_Diffuse
diffuse_weight = 0.1
material_component.AddTextureWeightKey(key, mesh_name, material_name,
                                       texture_channel, diffuse_weight)

AddUvDataKey ( self, kKey, strMeshName, strMaterialName, eChannel, kUvOffset, kUvTile, fUvRotate )

Add an UV Texture Coordinates key for the material according to the time and Transition Type of kKey. This key can be used to set the texture channel's UV offset, tile, and rotate values.

See Also: AddAmbientKey, AddDiffuseKey, AddGlossinessKey, AddOpacityKey, AddSelfIlluminationKey, AddSpecularKey, AddTextureWeightKey, AddVideoVolumeKey

Parameters

kKey [IN] The key for time and transition control - RKey
strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
eChannel [IN] A material texture channel - RLPy.EMaterialTextureChannel
  • RLPy.EMaterialTextureChannel_Metallic
  • RLPy.EMaterialTextureChannel_Diffuse
  • RLPy.EMaterialTextureChannel_Specular
  • RLPy.EMaterialTextureChannel_Shininess
  • RLPy.EMaterialTextureChannel_Glow
  • RLPy.EMaterialTextureChannel_Displacement
  • RLPy.EMaterialTextureChannel_Opacity
  • RLPy.EMaterialTextureChannel_DiffuseBlend
  • RLPy.EMaterialTextureChannel_Bump
  • RLPy.EMaterialTextureChannel_Reflection
  • RLPy.EMaterialTextureChannel_Refraction
  • RLPy.EMaterialTextureChannel_Cube
  • RLPy.EMaterialTextureChannel_AmbientOcclusion
  • RLPy.EMaterialTextureChannel_Quantity
kUvOffset [IN] The uv's offset for channel - RLPy.RVector2f
kUvTile [IN] The uv's tile for channel - RLPy.RVector2f
fUvRotate [IN] The uv's rotate for channel ( radians) - float

Return

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Modify uv data
texture_channel = RLPy.EMaterialTextureChannel_Bump
uv_offset = RLPy.RVector2(0.1, 0)
uv_tile = RLPy.RVector2(1, 1)
uv_rotate = 3.14
material_component.AddUvDataKey(key, mesh_name, material_name,
                          texture_channel, uv_offset, uv_tile, uv_rotate)

AddVideoVolumeKey ( self, kKey, strMeshName, strMaterialName, eChannel, fVol, bMute )

Add a Video Volume key for the material according to the time and Transition Type of kKey. This key can be used to set the video material's channel video volume.

See Also: AddAmbientKey, AddDiffuseKey, AddGlossinessKey, AddOpacityKey, AddSelfIlluminationKey, AddSpecularKey, AddTextureWeightKey, AddUvDataKey

Parameters

kKey [IN] The key for time and transition control - RKey
strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
eChannel [IN] A material texture channel - RLPy.EMaterialTextureChannel
  • RLPy.EMaterialTextureChannel_Metallic
  • RLPy.EMaterialTextureChannel_Diffuse
  • RLPy.EMaterialTextureChannel_Specular
  • RLPy.EMaterialTextureChannel_Shininess
  • RLPy.EMaterialTextureChannel_Glow
  • RLPy.EMaterialTextureChannel_Displacement
  • RLPy.EMaterialTextureChannel_Opacity
  • RLPy.EMaterialTextureChannel_DiffuseBlend
  • RLPy.EMaterialTextureChannel_Bump
  • RLPy.EMaterialTextureChannel_Reflection
  • RLPy.EMaterialTextureChannel_Refraction
  • RLPy.EMaterialTextureChannel_Cube
  • RLPy.EMaterialTextureChannel_AmbientOcclusion
  • RLPy.EMaterialTextureChannel_Quantity
fVol [IN] The volume of video ( 0-100 ) - float
bMute [IN] mute - bool

Return

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Load video to material channel
texture_channel = RLPy.EMaterialTextureChannel_Bump
video_file = "C://MaterialVideoTest.mp4"
video_volume = 50
is_mute = False
material_component.LoadVideoToTexture(key, mesh_name, material_name,
                                      texture_channel, video_file)
material_component.AddVideoVolumeKey(key, mesh_name, material_name,
                                    texture_channel, video_volume, is_mute)

GetAmbientColor ( self, strMeshName, strMaterialName )

Get the material's Ambient color.

See Also: GetDiffuseColor, GetGlossinessWeight, GetMaterialNames, GetOpacity, GetSelfIlluminationWeight, GetSpecularColor, GetSpecularWeight, GetTextureWeights, GetUvData, GetVideoVolume

Parameters

strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string

Returns

ambient color - RRgb
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Get ambient color
print(material_component.GetAmbientColor(mesh_name, material_name))

GetDiffuseColor ( self, strMeshName, strMaterialName)

Get the material's Diffuse color.

See Also: GetAmbientColor, GetGlossinessWeight, GetMaterialNames, GetOpacity, GetSelfIlluminationWeight, GetSpecularColor, GetSpecularWeight, GetTextureWeights, GetUvData, GetVideoVolume

Parameters

strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string

Returns

diffuse color - RRgb
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Get diffuse color
print(material_component.GetDiffuseColor(mesh_name, material_name))

GetGlossinessWeight ( self, strMeshName, strMaterialName)

Get the material's Glossiness weight.

See Also: GetMaterialNameParameters

Parameters

strMeshName [IN] Name for the mesh - string
strMaterialName [IN] Name of the material on the mesh - string

Returns

weight of specular - float
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Get glossiness weight
print(material_component.GetGlossinessWeight(mesh_name, material_name))

GetMaterialNames ( self, strMeshName )

Get all the material names for the mesh.

See Also: GetAmbientColor, GetDiffuseColor, GetGlossinessWeight, GetOpacity, GetSelfIlluminationWeight, GetSpecularColor, GetSpecularWeight, GetTextureWeights, GetUvData, GetVideoVolume

Parameters

strMeshName [IN] Name of the mesh - string

Returns

material names - string list.
# Get Object mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]

GetOpacity ( self, strMeshName, strMaterialName )

Get the material opacity value.

See Also: GetAmbientColor, GetDiffuseColor, GetGlossinessWeight, GetMaterialNames, GetSelfIlluminationWeight, GetSpecularColor, GetSpecularWeight, GetTextureWeights, GetUvData, GetVideoVolume

Parameters

strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string

Returns

weight of opacity - float
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Get opacity
print(material_component.GetOpacity(mesh_name, material_name))

GetSelfIlluminationWeight ( self, strMeshName, strMaterialName )

Get the material's self-illumination weight.

See Also: GetAmbientColor, GetDiffuseColor, GetGlossinessWeight, GetMaterialNames, GetOpacity, GetSpecularColor, GetSpecularWeight, GetTextureWeights, GetUvData, GetVideoVolume

Parameters

strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string

Returns

weight of self-illumination - float
( Experimental API )
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Get self-illumination weight
print(material_component.GetSelfIlluminationWeight(mesh_name, material_name))

GetSpecularColor ( self, strMeshName, strMaterialName )

Get the material's Specular color.

See Also: GetAmbientColor, GetDiffuseColor, GetGlossinessWeight, GetMaterialNames, GetOpacity, GetSelfIlluminationWeight, GetSpecularWeight, GetTextureWeights, GetUvData, GetVideoVolume

Parameters

strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string

Returns

Specular color - RRgb
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Get specular color
print(material_component.GetSpecularColor(mesh_name, material_name))

GetSpecularWeight ( self, strMeshName, strMaterialName )

Get the material's Specular weight.

See Also: GetAmbientColor, GetDiffuseColor, GetGlossinessWeight, GetMaterialNames, GetOpacity, GetSelfIlluminationWeight, GetSpecularColor, GetTextureWeights, GetUvData, GetVideoVolume

Parameters

strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string

Returns

Specular weight - float
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Get specular weight
print(material_component.GetSpecularWeight(mesh_name, material_name))

GetTextureWeights ( self, strMeshName, strMaterialName )

Get all texture channel weights for the material.

See Also: GetAmbientColor, GetDiffuseColor, GetGlossinessWeight, GetMaterialNames, GetOpacity, GetSelfIlluminationWeight, GetSpecularColor, GetSpecularWeight, GetUvData, GetVideoVolume

Parameters

strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string

Returns

Ordered list of all texture channel weights - float list
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Get all texture weights
temp_texture_weight_list = material_component.GetTextureWeights(mesh_name, material_name)
print(temp_texture_weight_list)

GetUvData ( self, strMeshName, strMaterialName, eChannel, kUvOffest, kUvTile, fUvRotate )

Get all texture channel UV coordinates (offset, tiling, rotation) for the material.

See Also: GetAmbientColor, GetDiffuseColor, GetGlossinessWeight, GetMaterialNames, GetOpacity, GetSelfIlluminationWeight, GetSpecularColor, GetSpecularWeight, GetTextureWeights, GetVideoVolume

Parameters

strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
eChannel [IN] A material texture channel - RLPy.EMaterialTextureChannel
  • RLPy.EMaterialTextureChannel_Metallic
  • RLPy.EMaterialTextureChannel_Diffuse
  • RLPy.EMaterialTextureChannel_Specular
  • RLPy.EMaterialTextureChannel_Shininess
  • RLPy.EMaterialTextureChannel_Glow
  • RLPy.EMaterialTextureChannel_Displacement
  • RLPy.EMaterialTextureChannel_Opacity
  • RLPy.EMaterialTextureChannel_DiffuseBlend
  • RLPy.EMaterialTextureChannel_Bump
  • RLPy.EMaterialTextureChannel_Reflection
  • RLPy.EMaterialTextureChannel_Refraction
  • RLPy.EMaterialTextureChannel_Cube
  • RLPy.EMaterialTextureChannel_AmbientOcclusion
  • RLPy.EMaterialTextureChannel_Quantity
kUvOffset [OUT] UV offset - RVector2
kUvTile [OUT] UV tiling - RVector2
fUvRotate [OUT] UV rotation in radians- float

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Get UV data
uv_offset = RLPy.RVector2()
uv_tile = RLPy.RVector2()
uv_rotate = 0.0
uv_data = material_component.GetUvData(mesh_name, material_name, texture_channel, uv_offset, uv_tile, uv_rotate)
print(uv_data[0])

GetVideoVolume ( self, strMeshName, strMaterialName, eChannel )

Get the video volume for all the video channels of the material.

See Also: GetAmbientColor, GetDiffuseColor, GetGlossinessWeight, GetMaterialNames, GetOpacity, GetSelfIlluminationWeight, GetSpecularColor, GetSpecularWeight, GetTextureWeights, GetUvData

Parameters

strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
eChannel [IN] A material texture channel - RLPy.EMaterialTextureChannel
  • RLPy.EMaterialTextureChannel_Metallic
  • RLPy.EMaterialTextureChannel_Diffuse
  • RLPy.EMaterialTextureChannel_Specular
  • RLPy.EMaterialTextureChannel_Shininess
  • RLPy.EMaterialTextureChannel_Glow
  • RLPy.EMaterialTextureChannel_Displacement
  • RLPy.EMaterialTextureChannel_Opacity
  • RLPy.EMaterialTextureChannel_DiffuseBlend
  • RLPy.EMaterialTextureChannel_Bump
  • RLPy.EMaterialTextureChannel_Reflection
  • RLPy.EMaterialTextureChannel_Refraction
  • RLPy.EMaterialTextureChannel_Cube
  • RLPy.EMaterialTextureChannel_AmbientOcclusion
  • RLPy.EMaterialTextureChannel_Quantity

Returns

video volume - float
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Get video volume
texture_channel = RLPy.EMaterialTextureChannel_Bump
print(material_component.GetVideoVolume(mesh_name, material_name, texture_channel))

LoadImageToTexture ( self, strMeshName, strMaterialName, eChannel, strImagePath )

Import an image into a material texture channel.

See Also: LoadVideoToTexture

Parameters

strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
eChannel [IN] A material texture channel - RLPy.EMaterialTextureChannel
  • RLPy.EMaterialTextureChannel_Metallic
  • RLPy.EMaterialTextureChannel_Diffuse
  • RLPy.EMaterialTextureChannel_Specular
  • RLPy.EMaterialTextureChannel_Shininess
  • RLPy.EMaterialTextureChannel_Glow
  • RLPy.EMaterialTextureChannel_Displacement
  • RLPy.EMaterialTextureChannel_Opacity
  • RLPy.EMaterialTextureChannel_DiffuseBlend
  • RLPy.EMaterialTextureChannel_Bump
  • RLPy.EMaterialTextureChannel_Reflection
  • RLPy.EMaterialTextureChannel_Refraction
  • RLPy.EMaterialTextureChannel_Cube
  • RLPy.EMaterialTextureChannel_AmbientOcclusion
  • RLPy.EMaterialTextureChannel_Quantity
strImagePath [IN] Image file path - string

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
#Load image to material channel
texture_channel = RLPy.EMaterialTextureChannel_Diffuse
image_file = "C://diffuse.png"
result = material_component.LoadImageToTexture(mesh_name, material_name, texture_channel, image_file)

LoadVideoToTexture ( self, strMeshName, strMaterialName, eChannel, strVideoPath )

Import a video into a material texture channel.

See Also: LoadImageToTexture

Parameters

kKey [IN] The key for time and transition control - RKey
strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
eChannel [IN] A material texture channel - RLPy.EMaterialTextureChannel
  • RLPy.EMaterialTextureChannel_Metallic
  • RLPy.EMaterialTextureChannel_Diffuse
  • RLPy.EMaterialTextureChannel_Specular
  • RLPy.EMaterialTextureChannel_Shininess
  • RLPy.EMaterialTextureChannel_Glow
  • RLPy.EMaterialTextureChannel_Displacement
  • RLPy.EMaterialTextureChannel_Opacity
  • RLPy.EMaterialTextureChannel_DiffuseBlend
  • RLPy.EMaterialTextureChannel_Bump
  • RLPy.EMaterialTextureChannel_Reflection
  • RLPy.EMaterialTextureChannel_Refraction
  • RLPy.EMaterialTextureChannel_Cube
  • RLPy.EMaterialTextureChannel_AmbientOcclusion
  • RLPy.EMaterialTextureChannel_Quantity
strVideoPath [IN] Video file path - string

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Load video to material channel
texture_channel = RLPy.EMaterialTextureChannel_Bump
video_file = "C://MaterialVideoTest.mp4"
material_component.LoadVideoToTexture(key, mesh_name, material_name, texture_channel, video_file)

RemoveUvDataKey ( self, kKey, strMeshName, strMaterialName, eChannel )

Remove an UV data key from a material texture channel.

See Also: AddUvDataKey

Parameters

kKey [IN] The key for time and transition control - RKey
strMeshName [IN] Name of the mesh - string
strMaterialName [IN] Name of a mesh material - string
eChannel [IN] A material texture channel - RLPy.EMaterialTextureChannel
  • RLPy.EMaterialTextureChannel_Metallic
  • RLPy.EMaterialTextureChannel_Diffuse
  • RLPy.EMaterialTextureChannel_Specular
  • RLPy.EMaterialTextureChannel_Shininess
  • RLPy.EMaterialTextureChannel_Glow
  • RLPy.EMaterialTextureChannel_Displacement
  • RLPy.EMaterialTextureChannel_Opacity
  • RLPy.EMaterialTextureChannel_DiffuseBlend
  • RLPy.EMaterialTextureChannel_Bump
  • RLPy.EMaterialTextureChannel_Reflection
  • RLPy.EMaterialTextureChannel_Refraction
  • RLPy.EMaterialTextureChannel_Cube
  • RLPy.EMaterialTextureChannel_AmbientOcclusion
  • RLPy.EMaterialTextureChannel_Quantity

Returns

Success - RLPy.RStatus.Success
Failure - RLPy.RStatus.Failure
# Get object, mesh and material
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
material_component = avatar.GetMaterialComponent()
mesh_list = avatar.GetMeshNames()
mesh_name = mesh_list[0]
material_list = material_component.GetMaterialNames(mesh_name)
material_name = material_list[0]
# Create a key
key = RLPy.RKey()
key.SetTime(RLPy.RTime(1200))
# Remove UV data key
texture_channel = RLPy.EMaterialTextureChannel_Bump  test other channel
material_component.RemoveUvDataKey(key, mesh_name, material_name, texture_channel)