DFS property fill starts from BSDF Principled Base Color input and runs until a texture image is hit. The extension of the texture image's source path is always replaced with .tga. Operator skips previously handled materials.
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@ -35,28 +35,60 @@ class FillSWBFMaterialProperties(bpy.types.Operator):
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slots = sum([list(ob.material_slots) for ob in bpy.context.selected_objects if ob.type == 'MESH'],[])
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mats = [slot.material for slot in slots if (slot.material and slot.material.node_tree)]
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mats_visited = set()
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for mat in mats:
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if mat.name in mats_visited:
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continue
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else:
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mats_visited.add(mat.name)
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try:
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for BSDF_node in [n for n in mat.node_tree.nodes if n.type == 'BSDF_PRINCIPLED']:
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base_col = BSDF_node.inputs['Base Color']
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for link in base_col.links :
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link_node = link.from_node
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stack = []
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if link_node.type != 'TEX_IMAGE':
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continue
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texture_node = None
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tex_name = link_node.image.filepath
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print(tex_name)
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current_socket = base_col
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if base_col.is_linked:
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stack.append(base_col.links[0].from_node)
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i = tex_name.find(".tga")
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while stack:
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curr_node = stack.pop()
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if curr_node.type == 'TEX_IMAGE':
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texture_node = curr_node
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break
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else:
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next_nodes = []
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for node_input in curr_node.inputs:
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for link in node_input.links:
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next_nodes.append(link.from_node)
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# reversing it so we go from up to down
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stack += reversed(next_nodes)
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if texture_node is not None:
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tex_path = texture_node.image.filepath
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tex_name = os.path.basename(tex_path)
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i = tex_name.find('.')
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# Get rid of trailing number in case one is present
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if i > 0:
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tex_name = tex_name[0:i+4]
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tex_name = tex_name[0:i] + ".tga"
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refined_tex_path = os.path.join(os.path.dirname(tex_path), tex_name)
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mat.swbf_msh_mat.diffuse_map = refined_tex_path
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mat.swbf_msh_mat.texture_0 = refined_tex_path
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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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