There is a validation for top level group name too. Object named SomeCube_0001_foo_GEO will pass but SomeCube_GEO will not and SomeCube_001_xxx_GEO will not too. This list defines simply as one shader name per line.įor example - you are using default regex (.*)_(\d)*_(?P.*)_(GEO) and you have two shaders defined Use database shader name definitions is on. If present, it will take that part of the name as shader nameĪnd it will compare it with list of shaders defined either in file name specified in Material File or fromĭatabase file that is per project and can be directly edited from Maya's OpenPype Tools > Edit Shader name definitions when There is special group in that regex - shader. It will check them against Validation Regex. This validator can enforce specific names for model members. It is rmanGlobals, for Redshift it is RedshiftOptions. Node type for VRay settings is VRaySettingsNode, for Renderman Just one instance of this node type but if that is not so, validator will go through all its Note that aiOptions is not the name of node but rather its type. In this example we've put aiOptions.AA_samples in first one and 6 to second to enforce You can create multiple values for an attribute, but when repairing it'll be the first value in the list that get selected. In first field put node type and attributeĪnd in the second required value. You can add as many options as you want for every supported renderer. there shouldn't be token when merge AOVs option is turned onĪdditional check can be added via Settings - Project Settings > Maya > Publish plugin > ValidateRenderSettings.both image and directory prefixes must comply to _.AOV image format must be same as the one set in Output settings.all AOVs must follow /_ image file prefix.AOV separator must be set to _ (underscore). ![]()
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