materials.py: Only modify selected object(s), various code maintenance

See issue #9
master
random-geek 2021-12-30 22:11:57 -08:00
parent 9f4118c7b3
commit b8a53fa65b
1 changed files with 59 additions and 48 deletions

View File

@ -1,57 +1,68 @@
# Original script (interpolation): Techy5
# Expanded script: GreenXenith
# Original script: random-geek
# Contributors: GreenXenith, sbrl, VorTechnix
### Use better materials and support alpha ###
# Usage: Open or copy script in Blender
# Run script while object is selected
# Run script WHILE OBJECT IS SELECTED
import bpy
for mat in bpy.data.materials:
targetMats = []
for obj in bpy.context.selected_objects:
for slot in obj.material_slots:
mat = slot.material
if mat not in targetMats:
targetMats.append(mat)
for mat in targetMats:
nodes = mat.node_tree.nodes
links = mat.node_tree.links
# Remove all nodes except texture
for node in nodes:
if node.bl_idname != "ShaderNodeTexImage":
nodes.remove(node)
# Get texture node
try:
nodes = mat.node_tree.nodes
links = mat.node_tree.links
# Remove all nodes except texture
for node in nodes:
if node.type != "TEX_IMAGE":
nodes.remove(node)
# Change image interpolation
tex = nodes["Image Texture"]
tex.interpolation = "Closest"
tex.location = 0, 0
# Create texture coordinate node
coord = nodes.new("ShaderNodeTexCoord")
coord.location = -400, 0
# Create mapping node
map = nodes.new("ShaderNodeMapping")
map.location = -200, 0
# Create principled shader
prin = nodes.new("ShaderNodeBsdfPrincipled")
prin.location = 300, 0
prin.inputs["Specular"].default_value = 0
# Create output
out = nodes.new("ShaderNodeOutputMaterial")
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 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:
except KeyError:
print(f"[materials.py] Skipped material '{mat.name}': Image texture not found.")
continue
# Change image interpolation
tex.interpolation = "Closest"
tex.location = 0, 0
# Create texture coordinate node
coord = nodes.new("ShaderNodeTexCoord")
coord.location = -400, 0
# Create mapping node
map = nodes.new("ShaderNodeMapping")
map.location = -200, 0
# Create principled shader
prin = nodes.new("ShaderNodeBsdfPrincipled")
prin.location = 300, 0
prin.inputs["Specular"].default_value = 0
# Create output
out = nodes.new("ShaderNodeOutputMaterial")
out.location = 600, 0
# Link everything
links.new(coord.outputs["UV"], map.inputs["Vector"])
links.new(map.outputs["Vector"], tex.inputs["Vector"])
links.new(tex.outputs["Color"], prin.inputs["Base Color"])
links.new(tex.outputs["Alpha"], prin.inputs["Alpha"])
links.new(prin.outputs["BSDF"], out.inputs["Surface"])
# Deselect all
for node in nodes:
node.select = False
# Set blend mode
mat.blend_method = "CLIP"