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Hi list!
Does anybody know a way to access overrides via script without switching
to the pass the override lives in? I need to collect data from all
overrides in the scene and cycling through all passes becomes quite
unstable with heavy scenes....
Cheers,
Felix
Gareth Bell
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May 23, 2013, 6:03:38 AM5/23/13
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You can access them by partitions local properties and then the overrides parameters for the entries e.g. something like this:
for eachProp in eachPartition.localproperties:
if eachProp.Type == "#Override":
for eachParam in eachProp.parameters:
print eachParam
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Thanks Gareth! I wasn't aware of the
difference between properties and localproperties.
I was confused because while I'm in another pass print
Application.ActiveProject.ActiveScene.Passes("Pass").Properties("Override")
didn't work. But print
Application.ActiveProject.ActiveScene.Passes("Pass").LocalProperties("Override")
works....
Thanks again!
Alan Fregtman
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May 23, 2013, 11:36:11 AM5/23/13
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The difference is LocalProperties accesses only the properties applied to that object whereas the other one is the equivalent of the inherited properties + the local properties slapped on top.
You know when you see a property in italics? That means it's inherited from somewhere else (probably up the hierarchy.) When they are local they are not italic.
Also interesting is in the Explorer, at the top, the second menu (View) has an option down there to switch between "Applied Properties" and "Local Properties". Try toggling that and you'll see what's local or not. It's "Applied Properties" by default I believe.
Felix Geremus
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May 23, 2013, 11:53:00 AM5/23/13
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But that doesn't explain my case I
think?
while: print
Application.ActiveProject.ActiveScene.Passes("Pass").LocalProperties("mental
ray") print
Application.ActiveProject.ActiveScene.Passes("Pass").Properties("mental
ray")
both work with a localized mental ray property, but only