Don't change rendertype on matfill and fill texture_0 as well as diffuse map
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1252a6d192
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@ -55,8 +55,8 @@ class FillSWBFMaterialProperties(bpy.types.Operator):
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if i > 0:
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tex_name = tex_name[0:i+4]
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mat.swbf_msh_mat.rendertype = 'NORMAL_BF2'
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mat.swbf_msh_mat.diffuse_map = tex_name
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mat.swbf_msh_mat.texture_0 = tex_name
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break
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except:
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# Many chances for null ref exceptions. None if user reads doc section...
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@ -120,7 +120,9 @@ to provide an exact emulation"""
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texture_input_nodes = []
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surface_output_nodes = []
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# Op will give up if no diffuse map is present.
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# Eventually more nuance will be added for different
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# rtypes
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diffuse_texture_path = mat_props.diffuse_map
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if diffuse_texture_path and os.path.exists(diffuse_texture_path):
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@ -149,6 +151,7 @@ to provide an exact emulation"""
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surface_output_nodes.append(tuple(('BSDF', bsdf)))
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# Glow (adds another shader output)
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if mat_props.glow:
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emission = material.node_tree.nodes.new("ShaderNodeEmission")
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@ -174,7 +177,7 @@ to provide an exact emulation"""
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surfaces_output = mix
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# Normal/bump mapping (needs more rendertype support!)
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if "NORMALMAP" in mat_props.rendertype and mat_props.normal_map and os.path.exists(mat_props.normal_map):
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normalMapTexImage = material.node_tree.nodes.new('ShaderNodeTexImage')
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normalMapTexImage.image = bpy.data.images.load(mat_props.normal_map)
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@ -212,6 +215,11 @@ to provide an exact emulation"""
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material.node_tree.links.new(output.inputs['Surface'], surfaces_output.outputs[0])
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# Scrolling
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# This approach works 90% of the time, but notably produces very incorrect results
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# on mus1_bldg_world_1,2,3
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# Clear all anims in all cases
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if material.node_tree.animation_data:
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material.node_tree.animation_data.action.fcurves.clear()
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