ansys-pyensight-core 0.8.10__py3-none-any.whl → 0.8.12__py3-none-any.whl
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- ansys/pyensight/core/deep_pixel_view.html +10 -10
- ansys/pyensight/core/libuserd.py +171 -50
- ansys/pyensight/core/locallauncher.py +2 -0
- ansys/pyensight/core/renderable.py +12 -3
- ansys/pyensight/core/utils/dsg_server.py +27 -5
- ansys/pyensight/core/utils/omniverse.py +3 -3
- ansys/pyensight/core/utils/omniverse_cli.py +33 -24
- ansys/pyensight/core/utils/omniverse_dsg_server.py +3 -1
- ansys/pyensight/core/utils/omniverse_glb_server.py +493 -147
- ansys/pyensight/core/utils/parts.py +1 -1
- ansys/pyensight/core/utils/variables.py +1 -1
- {ansys_pyensight_core-0.8.10.dist-info → ansys_pyensight_core-0.8.12.dist-info}/METADATA +10 -8
- {ansys_pyensight_core-0.8.10.dist-info → ansys_pyensight_core-0.8.12.dist-info}/RECORD +15 -15
- {ansys_pyensight_core-0.8.10.dist-info → ansys_pyensight_core-0.8.12.dist-info}/LICENSE +0 -0
- {ansys_pyensight_core-0.8.10.dist-info → ansys_pyensight_core-0.8.12.dist-info}/WHEEL +0 -0
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@@ -401,12 +401,14 @@ class OmniverseWrapper(object):
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self, stage, mesh, root_name, diffuse=[1.0, 1.0, 1.0, 1.0], variable=None
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):
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# https://graphics.pixar.com/usd/release/spec_usdpreviewsurface.html
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+
# Use ior==1.0 to be more like EnSight - rays of light do not bend when passing through transparent objs
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material = UsdShade.Material.Define(stage, root_name + "/Material")
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pbrShader = UsdShade.Shader.Define(stage, root_name + "/Material/PBRShader")
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pbrShader.CreateIdAttr("UsdPreviewSurface")
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pbrShader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set(1.0)
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pbrShader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(0.0)
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pbrShader.CreateInput("opacity", Sdf.ValueTypeNames.Float).Set(diffuse[3])
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pbrShader.CreateInput("ior", Sdf.ValueTypeNames.Float).Set(1.0)
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pbrShader.CreateInput("useSpecularWorkflow", Sdf.ValueTypeNames.Int).Set(1)
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if variable:
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stReader = UsdShade.Shader.Define(stage, root_name + "/Material/stReader")
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@@ -416,7 +418,7 @@ class OmniverseWrapper(object):
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)
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diffuseTextureSampler.CreateIdAttr("UsdUVTexture")
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name = self.clean_name(variable.name)
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-
filename =
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filename = f"./Textures/palette_{name}.png"
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diffuseTextureSampler.CreateInput("file", Sdf.ValueTypeNames.Asset).Set(filename)
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diffuseTextureSampler.CreateInput("st", Sdf.ValueTypeNames.Float2).ConnectToSource(
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stReader.ConnectableAPI(), "result"
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