diff --git a/addons/io_scene_swbf_msh/msh_material_operators.py b/addons/io_scene_swbf_msh/msh_material_operators.py index c4b395b..81cb4b4 100644 --- a/addons/io_scene_swbf_msh/msh_material_operators.py +++ b/addons/io_scene_swbf_msh/msh_material_operators.py @@ -125,12 +125,15 @@ to provide an exact emulation""" material.node_tree.nodes.clear() bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled") - + + texImage = material.node_tree.nodes.new('ShaderNodeTexImage') texImage.image = bpy.data.images.load(diffuse_texture_path) texImage.image.alpha_mode = 'CHANNEL_PACKED' material.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color']) + texture_input_nodes.append(texImage) + bsdf.inputs["Roughness"].default_value = 1.0 bsdf.inputs["Specular"].default_value = 0.0 @@ -174,6 +177,20 @@ to provide an exact emulation""" material.node_tree.links.new(output.inputs['Surface'], surfaces_output.outputs[0]) + if "SCROLL" in mat_props.rendertype: + uv_input = material.node_tree.nodes.new("ShaderNodeUVMap") + + vector_add = material.node_tree.nodes.new("ShaderNodeVectorMath") + + material.node_tree.links.new(vector_add.inputs[0], uv_input.outputs[0]) + + for texture_node in texture_input_nodes: + material.node_tree.links.new(texture_node.inputs["Vector"], vector_add.outputs[0]) + + + + + ''' else: