Better material generation for basic rendertypes

This commit is contained in:
William Herald Snyder
2022-09-21 06:22:49 -04:00
parent f69ed3f143
commit abd727d39a
6 changed files with 145 additions and 36 deletions

View File

@@ -159,20 +159,7 @@ def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Mat
for material_name, material in scene.materials.items():
new_mat = bpy.data.materials.new(name=material_name)
new_mat.use_nodes = True
bsdf = new_mat.node_tree.nodes["Principled BSDF"]
diffuse_texture_path = find_texture_path(folder_path, material.texture0)
if diffuse_texture_path:
texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load(diffuse_texture_path)
new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
fill_material_props(material, new_mat.swbf_msh_mat)
extracted_materials[material_name] = new_mat
extracted_materials[material_name] = swbf_material_to_blend(material_name, material, folder_path)
return extracted_materials