materials utils, Fix for node trees
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@ -241,6 +241,8 @@ def AutoNode(active=False, operator=None):
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TreeNodes.nodes.remove(n)
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# Starting point is diffuse BSDF and output material
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shader = TreeNodes.nodes.new('ShaderNodeValToRGB')
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shader.location = 0, 270
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shader = TreeNodes.nodes.new('ShaderNodeBsdfDiffuse')
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shader.location = 0, 470
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shout = TreeNodes.nodes.new('ShaderNodeOutputMaterial')
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@ -447,8 +449,15 @@ def AutoNode(active=False, operator=None):
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if sT:
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if tex.use_map_color_diffuse:
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coordout = 2
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map = TreeNodes.nodes.new('ShaderNodeMapping')
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map.location = -500, 570
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map.width = 240
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coord = TreeNodes.nodes.new('ShaderNodeTexCoord')
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coord.location = -800, 570
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links.new(shtext.outputs[0], shader.inputs[0])
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links.new(map.outputs[0], shtext.inputs[0])
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links.new(coord.outputs[coordout], map.inputs[0])
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if tex.use_map_emit:
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if not Add_Emission:
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collect_report("INFO: Mix EMISSION + Texture shader node for: " + cmat.name)
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@ -565,7 +574,7 @@ def AutoNode(active=False, operator=None):
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t = TreeNodes.nodes.new('ShaderNodeRGBToBW')
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t.location = -0, 300
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links.new(t.outputs[0], shout.inputs[2])
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links.new(shtext.outputs[0], t.inputs[0])
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links.new(shtext.outputs[1], t.inputs[0])
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else:
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collect_report("No textures in the Scene, no Image Nodes to add")
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