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