materials.py: Only modify selected object(s), various code maintenance
See issue #9
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materials.py
107
materials.py
@ -1,57 +1,68 @@
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# Original script (interpolation): Techy5
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# Expanded script: GreenXenith
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# Original script: random-geek
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# Contributors: GreenXenith, sbrl, VorTechnix
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### Use better materials and support alpha ###
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# Usage: Open or copy script in Blender
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# Run script while object is selected
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# Run script WHILE OBJECT IS SELECTED
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import bpy
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for mat in bpy.data.materials:
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targetMats = []
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for obj in bpy.context.selected_objects:
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for slot in obj.material_slots:
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mat = slot.material
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if mat not in targetMats:
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targetMats.append(mat)
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for mat in targetMats:
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nodes = mat.node_tree.nodes
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links = mat.node_tree.links
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# Remove all nodes except texture
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for node in nodes:
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if node.bl_idname != "ShaderNodeTexImage":
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nodes.remove(node)
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# Get texture node
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try:
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nodes = mat.node_tree.nodes
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links = mat.node_tree.links
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# Remove all nodes except texture
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for node in nodes:
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if node.type != "TEX_IMAGE":
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nodes.remove(node)
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# Change image interpolation
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tex = nodes["Image Texture"]
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tex.interpolation = "Closest"
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tex.location = 0, 0
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# Create texture coordinate node
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coord = nodes.new("ShaderNodeTexCoord")
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coord.location = -400, 0
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# Create mapping node
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map = nodes.new("ShaderNodeMapping")
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map.location = -200, 0
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# Create principled shader
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prin = nodes.new("ShaderNodeBsdfPrincipled")
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prin.location = 300, 0
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prin.inputs["Specular"].default_value = 0
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# Create output
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out = nodes.new("ShaderNodeOutputMaterial")
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out.location = 600, 0
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# Link everything
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links.new(coord.outputs[2], map.inputs[0]) # Coord > Map
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links.new(map.outputs[0], tex.inputs[0]) # Map > Texture
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links.new(tex.outputs[0], prin.inputs[0]) # Texture Color > Principled Color
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links.new(tex.outputs[1], prin.inputs[19]) # Texture Alpha > Principled Alpha
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links.new(prin.outputs[0], out.inputs[0]) # Principled > Output
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# Deselect all
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for node in nodes:
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node.select = False
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# Set blend mode
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mat.blend_method = "CLIP"
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except:
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except KeyError:
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print(f"[materials.py] Skipped material '{mat.name}': Image texture not found.")
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continue
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# Change image interpolation
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tex.interpolation = "Closest"
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tex.location = 0, 0
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# Create texture coordinate node
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coord = nodes.new("ShaderNodeTexCoord")
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coord.location = -400, 0
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# Create mapping node
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map = nodes.new("ShaderNodeMapping")
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map.location = -200, 0
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# Create principled shader
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prin = nodes.new("ShaderNodeBsdfPrincipled")
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prin.location = 300, 0
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prin.inputs["Specular"].default_value = 0
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# Create output
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out = nodes.new("ShaderNodeOutputMaterial")
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out.location = 600, 0
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# Link everything
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links.new(coord.outputs["UV"], map.inputs["Vector"])
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links.new(map.outputs["Vector"], tex.inputs["Vector"])
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links.new(tex.outputs["Color"], prin.inputs["Base Color"])
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links.new(tex.outputs["Alpha"], prin.inputs["Alpha"])
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links.new(prin.outputs["BSDF"], out.inputs["Surface"])
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# Deselect all
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for node in nodes:
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node.select = False
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# Set blend mode
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mat.blend_method = "CLIP"
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