Not link applink group node if not sure where to link it
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@ -146,7 +146,7 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
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group_tree.outputs.new("NodeSocketColor", "Color")
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group_tree.outputs.new("NodeSocketColor", "Metallic")
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group_tree.outputs.new("NodeSocketColor", "Roughness")
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group_tree.outputs.new("NodeSocketColor", "Normal map")
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group_tree.outputs.new("NodeSocketVector", "Normal map")
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applink_tree = act_material.nodes.new('ShaderNodeGroup')
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applink_tree.name = '3DC_Applink'
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applink_tree.node_tree = group_tree
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@ -165,8 +165,6 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
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if(index == 1):
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break
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if(out_mat.inputs['Surface'].is_linked == True):
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main_mat = out_mat.inputs['Surface'].links[0].from_node
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if(main_mat.inputs.find('Base Color') == -1):
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@ -201,7 +199,11 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
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act_material.links.new(node.outputs[0], curvenode.inputs[1])
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if(coat3D.creategroup):
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act_material.links.new(huenode.outputs[0], notegroup.inputs[0])
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main_material.links.new(applink_tree.outputs[0],main_mat.inputs[input_color])
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if(main_mat.type != 'MIX_SHADER'):
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main_material.links.new(applink_tree.outputs[0],main_mat.inputs[input_color])
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else:
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location = main_mat.location
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applink_tree.location = main_mat.location[0], main_mat.location[1] + 200
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else:
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act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
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node.location = -990, 530
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@ -232,6 +234,9 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
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huenode = act_material.nodes.new('ShaderNodeHueSaturation')
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huenode.name = '3DC_HueSaturation'
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act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
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act_material.links.new(node.outputs[0], curvenode.inputs[1])
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if (coat3D.creategroup):
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act_material.links.new(huenode.outputs[0], notegroup.inputs[1])
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if (main_mat.type == 'BSDF_PRINCIPLED'):
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@ -269,6 +274,9 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
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huenode = act_material.nodes.new('ShaderNodeHueSaturation')
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huenode.name = '3DC_HueSaturation'
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act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
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act_material.links.new(node.outputs[0], curvenode.inputs[1])
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if (coat3D.creategroup):
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act_material.links.new(huenode.outputs[0], notegroup.inputs[2])
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if(main_mat.type == 'BSDF_PRINCIPLED'):
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