meshport/materials.py

58 lines
1.7 KiB
Python

# Original script (interpolation): Techy5
# Expanded script: GreenXenith
### Use better materials and support alpha ###
# Usage: Open or copy script in Blender
# Run script while object is selected
import bpy
for mat in bpy.data.materials:
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:
continue