fixing crash in node_group
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16423f48f0
commit
7ed10ec059
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@ -555,12 +555,13 @@ class SCENE_OT_import(bpy.types.Operator):
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if(obj_coat.applink_mesh == True):
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object_list.append(objekti.name)
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if (obj_coat.objecttime != str(os.path.getmtime(obj_coat.applink_address))):
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obj_coat.dime = objekti.dimensions
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obj_coat.import_mesh = True
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obj_coat.objecttime = str(os.path.getmtime(obj_coat.applink_address))
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if(obj_coat.applink_address not in import_list):
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import_list.append(obj_coat.applink_address)
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if(os.path.isfile(obj_coat.applink_address)):
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if (obj_coat.objecttime != str(os.path.getmtime(obj_coat.applink_address))):
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obj_coat.dime = objekti.dimensions
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obj_coat.import_mesh = True
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obj_coat.objecttime = str(os.path.getmtime(obj_coat.applink_address))
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if(obj_coat.applink_address not in import_list):
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import_list.append(obj_coat.applink_address)
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if(import_list or coat3D.importmesh):
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for list in import_list:
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102
io_coat3D/tex.py
102
io_coat3D/tex.py
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@ -142,7 +142,11 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
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#seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa
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if(applink_group_node == False and coat3D.creategroup):
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group_tree = bpy.data.node_groups.new('3DC_Applink', 'ShaderNodeTree')
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group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink")
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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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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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@ -192,17 +196,17 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
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curvenode.name = '3DC_RGBCurve'
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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(huenode.outputs[0], main_mat.inputs[input_color])
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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[0])
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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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act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
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node.location = -990, 530
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curvenode.location = -660, 480
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huenode.location = -337, 335
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if(coat3D.creategroup):
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act_material.links.new(huenode.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
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group_tree.outputs[len(group_tree.outputs)-1].name = 'Color'
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main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
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else:
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if (coat3D.creategroup):
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node.location = -400, 400
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@ -227,17 +231,18 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
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curvenode.name = '3DC_RGBCurve'
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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(huenode.outputs[0], main_mat.inputs[input_color])
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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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main_material.links.new(applink_tree.outputs[1], main_mat.inputs[input_color])
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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 = -994, 119
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curvenode.location = -668, 113
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huenode.location = -345, 118
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if (coat3D.creategroup):
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act_material.links.new(huenode.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
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group_tree.outputs[len(group_tree.outputs) - 1].name = 'Metalness'
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if (input_color != -1):
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main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
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else:
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if (coat3D.creategroup):
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node.location = -830, 160
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@ -258,61 +263,42 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
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node.image = bpy.data.images.load(texcoat['rough'][0])
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node.color_space = 'NONE'
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if(main_mat.type == 'EMISSION'):
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if (coat3D.createnodes):
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curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
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curvenode.name = '3DC_RGBCurve'
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huenode = act_material.nodes.new('ShaderNodeHueSaturation')
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huenode.name = '3DC_HueSaturation'
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input_color = main_mat.inputs.find('Strength')
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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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main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color])
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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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rgbTObw = act_material.nodes.new('ShaderNodeRGBToBW')
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rgbTObw.name = '3DC_RGBToBW'
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mathnode = main_material.nodes.new('ShaderNodeMath')
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mathnode.name = '3DC_Math'
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mathnode.operation = 'MULTIPLY'
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mathnode.label = 'Emission multiply'
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node.location = -1000, -276
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rgbTObw.location = -670, -245
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mathnode.location = -300,0
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act_material.links.new(node.outputs[0], rgbTObw.inputs[0])
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if(coat3D.creategroup):
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act_material.links.new(rgbTObw.outputs[0], notegroup.inputs[len(notegroup.inputs) - 1])
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if(coat3D.creategroup):
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if (input_color != -1):
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main_material.links.new(applink_tree.outputs[len(applink_tree.outputs) - 1], mathnode.inputs[0])
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#main_material.links.new(mathnode.outputs[0], main_mat.inputs[1])
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curvenode.location = -670, -245
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huenode.location = -340, -100
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else:
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if (coat3D.createnodes):
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curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
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curvenode.name = '3DC_RGBCurve'
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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(huenode.outputs[0], main_mat.inputs[input_color])
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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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node.location = -1000, -276
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curvenode.location = -670, -245
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huenode.location = -340, -100
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if (coat3D.creategroup):
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act_material.links.new(huenode.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
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group_tree.outputs[len(group_tree.outputs) - 1].name = 'Roughness'
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if (coat3D.creategroup):
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node.location = -550, 0
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act_material.links.new(node.outputs[0],notegroup.inputs[len(notegroup.inputs)-1])
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if (input_color != -1):
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main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
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else:
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if (coat3D.creategroup):
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node.location = -550, 0
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act_material.links.new(node.outputs[0],notegroup.inputs[len(notegroup.inputs)-1])
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if (input_color != -1):
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main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
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else:
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node.location = -550, 0
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if (input_color != -1):
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act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
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node.location = -550, 0
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if (input_color != -1):
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act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
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#Normal map
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if(bring_normal == True and texcoat['nmap'] != []):
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node = act_material.nodes.new('ShaderNodeTexImage')
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normal_node = act_material.nodes.new('ShaderNodeNormalMap')
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node.location = -600,-670
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normal_node.location = -300,-300
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node.name='3DC_normal'
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normal_node.name='3DC_normalnode'
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if(texcoat['nmap']):
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@ -322,9 +308,9 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
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act_material.links.new(node.outputs[0], normal_node.inputs[1])
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act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])
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if (coat3D.creategroup):
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act_material.links.new(normal_node.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
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act_material.links.new(normal_node.outputs[0], notegroup.inputs[3])
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if(main_mat.inputs[input_color].name == 'Normal'):
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main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
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main_material.links.new(applink_tree.outputs[3], main_mat.inputs[input_color])
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def matlab(objekti,mat_list,texturelist,is_new):
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