meshport/materials.py

69 lines
1.8 KiB
Python

# 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
import bpy
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:
tex = nodes["Image Texture"]
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"