diff --git a/materials.py b/materials.py index 428419b..7d78391 100644 --- a/materials.py +++ b/materials.py @@ -24,43 +24,34 @@ for mat in bpy.data.materials: # Create texture coordinate node coord = nodes.new("ShaderNodeTexCoord") - coord.location = -600, 0 + coord.location = -400, 0 # Create mapping node map = nodes.new("ShaderNodeMapping") - map.location = -400, 0 + map.location = -200, 0 # Create principled shader prin = nodes.new("ShaderNodeBsdfPrincipled") - prin.location = 200, 0 + prin.location = 300, 0 prin.inputs["Specular"].default_value = 0 - # Create transparent shader - trans = nodes.new("ShaderNodeBsdfTransparent") - trans.location = 400, -150 - - # Create mix shader - mix = nodes.new("ShaderNodeMixShader") - mix.location = 600, 0 - # Create output out = nodes.new("ShaderNodeOutputMaterial") - out.location = 800, 0 + out.location = 600, 0 # Link everything links.new(coord.outputs[2], map.inputs[0]) # Coord > Map links.new(map.outputs[0], tex.inputs[0]) # Map > Texture - links.new(tex.outputs[0], prin.inputs[0]) # Texture > Principled - links.new(prin.outputs[0], mix.inputs[2]) # Principled > Mix - - links.new(trans.outputs[0], mix.inputs[1]) # Transparent > Mix - links.new(tex.outputs[1], mix.inputs[0]) # Texture alpha > Mix factor - - links.new(mix.outputs[0], out.inputs[0]) # Mix > Output + links.new(tex.outputs[0], prin.inputs[0]) # Texture Color > Principled Color + links.new(tex.outputs[1], prin.inputs[19]) # Texture Alpha > Principled Alpha + links.new(prin.outputs[0], out.inputs[0]) # Principled > Output # Deselect all for node in nodes: node.select = False + # Set blend mode + mat.blend_method = "CLIP" + except: continue