Fixed material generation for Blender 4.5

- This now leads to fully working plugin in 4.5
  in year 2025 nowwww!
pull/68/head
Richard Thier 2025-09-06 17:48:09 +02:00
rodzic bad9c6a2de
commit a87fad8c16
1 zmienionych plików z 8 dodań i 6 usunięć

Wyświetl plik

@ -416,7 +416,7 @@ def add_hull_normal_map(mat, hull_normal_map):
teximage_node = ntree.nodes.new('ShaderNodeTexImage')
teximage_node.image = hull_normal_map
teximage_node.image.colorspace_settings.name = 'Raw'
teximage_node.image.colorspace_settings.name = 'Non-Color'
teximage_node.projection ='BOX'
tex_coords_node = ntree.nodes.new('ShaderNodeTexCoord')
links.new(tex_coords_node.outputs['Object'], teximage_node.inputs['Vector'])
@ -430,7 +430,7 @@ def add_hull_normal_map(mat, hull_normal_map):
# Sets some basic properties for a hull material.
def set_hull_mat_basics(mat, color, hull_normal_map):
shader_node = getShaderNode(mat)
shader_node.inputs["Specular"].default_value = 0.1
shader_node.inputs["Specular IOR Level"].default_value = 0.1
shader_node.inputs["Base Color"].default_value = color
return add_hull_normal_map(mat, hull_normal_map)
@ -486,8 +486,8 @@ def create_materials():
teximage_emit_node.image = hull_lights_emessive_map
teximage_emit_node.projection ='BOX'
links.new(tex_coords_node.outputs['Object'], teximage_emit_node.inputs['Vector'])
links.new(teximage_emit_node.outputs[0], shader_node.inputs["Emission"])
links.new(teximage_emit_node.outputs[0], shader_node.inputs["Emission Color"])
shader_node.inputs["Emission Strength"].default_value = 4.9
# Build the hull_dark texture
@ -501,12 +501,14 @@ def create_materials():
# # Build the exhaust_burn texture
mat = ret[Material.exhaust_burn]
shader_node = getShaderNode(mat)
shader_node.inputs["Emission"].default_value = glow_color
shader_node.inputs["Emission Color"].default_value = glow_color
shader_node.inputs["Emission Strength"].default_value = 0.4
# # Build the glow_disc texture
mat = ret[Material.glow_disc]
shader_node = getShaderNode(mat)
shader_node.inputs["Emission"].default_value = glow_color
shader_node.inputs["Emission Color"].default_value = glow_color
shader_node.inputs["Emission Strength"].default_value = 4.9
return ret