Use principled shader
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parent
a507e93f73
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17
materials.py
17
materials.py
@ -30,27 +30,28 @@ for mat in bpy.data.materials:
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map = nodes.new("ShaderNodeMapping")
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map.location = -400, 0
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# Create diffuse shader
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diff = nodes.new("ShaderNodeBsdfDiffuse")
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diff.location = 200, 0
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# Create principled shader
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prin = nodes.new("ShaderNodeBsdfPrincipled")
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prin.location = 200, 0
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prin.inputs["Specular"].default_value = 0
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# Create transparent shader
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trans = nodes.new("ShaderNodeBsdfTransparent")
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trans.location = 200, -150
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trans.location = 400, -150
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# Create mix shader
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mix = nodes.new("ShaderNodeMixShader")
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mix.location = 400, 0
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mix.location = 600, 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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out.location = 800, 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], diff.inputs[0]) # Texture > Diffuse
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links.new(diff.outputs[0], mix.inputs[2]) # Diffuse > Mix
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links.new(tex.outputs[0], prin.inputs[0]) # Texture > Principled
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links.new(prin.outputs[0], mix.inputs[2]) # Principled > Mix
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links.new(trans.outputs[0], mix.inputs[1]) # Transparent > Mix
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links.new(tex.outputs[1], mix.inputs[0]) # Texture alpha > Mix factor
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