Generate Nodes operator docs subsection
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@ -580,11 +580,18 @@ Distortion maps control how Refractive materials distort the scene behind them.
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### Materials Operators
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### Materials Operators
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#### Fill SWBF Properties
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#### Fill SWBF Properties
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Fills in SWBF properties of each material used by a currently selected object. This operator will only work with materials that have ```Use Nodes``` enabled and will just fill in the Diffuse Map property with the name of the image used by the material's Principled BSDF node.
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Fills in SWBF properties of each material used by all selected objects. This operator will only work with materials that have ```Use Nodes``` enabled and will just fill in the Diffuse Map property with the name of the image used by the material's Principled BSDF node.
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It is used by selecting the relevant objects and choosing `SWBF` > `Fill SWBF Material Properties` in the `Object Context` menu:
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It is used by selecting the relevant objects and choosing `SWBF` > `Fill SWBF Material Properties` in the `Object Context` menu:
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<img src="https://raw.githubusercontent.com/SleepKiller/SWBF-msh-Blender-IO/master/docs/images/mat_fill_op.png" width="400" height="400"/>
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<img src="https://raw.githubusercontent.com/SleepKiller/SWBF-msh-Blender-IO/master/docs/images/mat_fill_op.png" width="400" height="400"/>
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#### Generate SWBF Nodes
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Generates shader nodes that attempt to emulate the SWBF properties of a selected material. Call this operator by clicking the `Generate Nodes` button found at the bottom of the selected material's SWBF properties panel. Only transparency settings and diffuse texture mapping are currently supported. When importing a .msh file, this operator is automatically called on each material extracted from the file.
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You must click the `Generate Nodes` button every time you edit the material properties and wish to see the results. The generated nodes will not automatically update when the SWBF properties are changed.
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It is not necessary to call this operator for materials to correctly export.
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