fixing crash in node_group

This commit is contained in:
Kalle-Samuli Riihikoski 2018-12-07 02:05:53 +02:00
parent 16423f48f0
commit 7ed10ec059
2 changed files with 51 additions and 64 deletions

View File

@ -555,12 +555,13 @@ class SCENE_OT_import(bpy.types.Operator):
if(obj_coat.applink_mesh == True):
object_list.append(objekti.name)
if (obj_coat.objecttime != str(os.path.getmtime(obj_coat.applink_address))):
obj_coat.dime = objekti.dimensions
obj_coat.import_mesh = True
obj_coat.objecttime = str(os.path.getmtime(obj_coat.applink_address))
if(obj_coat.applink_address not in import_list):
import_list.append(obj_coat.applink_address)
if(os.path.isfile(obj_coat.applink_address)):
if (obj_coat.objecttime != str(os.path.getmtime(obj_coat.applink_address))):
obj_coat.dime = objekti.dimensions
obj_coat.import_mesh = True
obj_coat.objecttime = str(os.path.getmtime(obj_coat.applink_address))
if(obj_coat.applink_address not in import_list):
import_list.append(obj_coat.applink_address)
if(import_list or coat3D.importmesh):
for list in import_list:

View File

@ -142,7 +142,11 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
#seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa
if(applink_group_node == False and coat3D.creategroup):
group_tree = bpy.data.node_groups.new('3DC_Applink', 'ShaderNodeTree')
group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink")
group_tree.outputs.new("NodeSocketColor", "Color")
group_tree.outputs.new("NodeSocketColor", "Metallic")
group_tree.outputs.new("NodeSocketColor", "Roughness")
group_tree.outputs.new("NodeSocketColor", "Normal map")
applink_tree = act_material.nodes.new('ShaderNodeGroup')
applink_tree.name = '3DC_Applink'
applink_tree.node_tree = group_tree
@ -192,17 +196,17 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
act_material.links.new(node.outputs[0], curvenode.inputs[1])
if(coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[0])
main_material.links.new(applink_tree.outputs[0],main_mat.inputs[input_color])
else:
act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
node.location = -990, 530
curvenode.location = -660, 480
huenode.location = -337, 335
if(coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
group_tree.outputs[len(group_tree.outputs)-1].name = 'Color'
main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
else:
if (coat3D.creategroup):
node.location = -400, 400
@ -227,17 +231,18 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
act_material.links.new(node.outputs[0], curvenode.inputs[1])
if (coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[1])
if (main_mat.type == 'BSDF_PRINCIPLED'):
main_material.links.new(applink_tree.outputs[1], main_mat.inputs[input_color])
else:
act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
node.location = -994, 119
curvenode.location = -668, 113
huenode.location = -345, 118
if (coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
group_tree.outputs[len(group_tree.outputs) - 1].name = 'Metalness'
if (input_color != -1):
main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
else:
if (coat3D.creategroup):
node.location = -830, 160
@ -258,61 +263,42 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
node.image = bpy.data.images.load(texcoat['rough'][0])
node.color_space = 'NONE'
if(main_mat.type == 'EMISSION'):
if (coat3D.createnodes):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
input_color = main_mat.inputs.find('Strength')
if (coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[2])
if(main_mat.type == 'BSDF_PRINCIPLED'):
main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color])
else:
act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
rgbTObw = act_material.nodes.new('ShaderNodeRGBToBW')
rgbTObw.name = '3DC_RGBToBW'
mathnode = main_material.nodes.new('ShaderNodeMath')
mathnode.name = '3DC_Math'
mathnode.operation = 'MULTIPLY'
mathnode.label = 'Emission multiply'
node.location = -1000, -276
rgbTObw.location = -670, -245
mathnode.location = -300,0
act_material.links.new(node.outputs[0], rgbTObw.inputs[0])
if(coat3D.creategroup):
act_material.links.new(rgbTObw.outputs[0], notegroup.inputs[len(notegroup.inputs) - 1])
if(coat3D.creategroup):
if (input_color != -1):
main_material.links.new(applink_tree.outputs[len(applink_tree.outputs) - 1], mathnode.inputs[0])
#main_material.links.new(mathnode.outputs[0], main_mat.inputs[1])
curvenode.location = -670, -245
huenode.location = -340, -100
else:
if (coat3D.createnodes):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
act_material.links.new(node.outputs[0], curvenode.inputs[1])
node.location = -1000, -276
curvenode.location = -670, -245
huenode.location = -340, -100
if (coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
group_tree.outputs[len(group_tree.outputs) - 1].name = 'Roughness'
if (coat3D.creategroup):
node.location = -550, 0
act_material.links.new(node.outputs[0],notegroup.inputs[len(notegroup.inputs)-1])
if (input_color != -1):
main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
else:
if (coat3D.creategroup):
node.location = -550, 0
act_material.links.new(node.outputs[0],notegroup.inputs[len(notegroup.inputs)-1])
if (input_color != -1):
main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
else:
node.location = -550, 0
if (input_color != -1):
act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
node.location = -550, 0
if (input_color != -1):
act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
#Normal map
if(bring_normal == True and texcoat['nmap'] != []):
node = act_material.nodes.new('ShaderNodeTexImage')
normal_node = act_material.nodes.new('ShaderNodeNormalMap')
node.location = -600,-670
normal_node.location = -300,-300
node.name='3DC_normal'
normal_node.name='3DC_normalnode'
if(texcoat['nmap']):
@ -322,9 +308,9 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
act_material.links.new(node.outputs[0], normal_node.inputs[1])
act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])
if (coat3D.creategroup):
act_material.links.new(normal_node.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
act_material.links.new(normal_node.outputs[0], notegroup.inputs[3])
if(main_mat.inputs[input_color].name == 'Normal'):
main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
main_material.links.new(applink_tree.outputs[3], main_mat.inputs[input_color])
def matlab(objekti,mat_list,texturelist,is_new):