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@zeffii
Created August 15, 2015 07:47
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#List of transparent blocks
transparentBlocks=["Acacia/Dark_Oak_Leaves","Activator_Rail","Bed","Brewing_Stand","Brown_Mushroom","Cactus","Carrots","Cauldron","Cobweb","Crops","Dandelion","Dead_Bush","Detector_Rail","Enchantment_Table","Glass","Glass_Pane","Grass","Iron_Bars","Iron_Door","Iron_Trapdoor","Large_Flower","Leaves","Lilly_Pad","Melon_Stem","Monster_Spawner","Nether_Wart","Poppy","Potatoes","Pumpkin_Stem","Rail","Red_Mushroom","Redstone_Comparator_(off)","Redstone_Torch_(off)","Repeater_(off)","Sapling","Sign_Post","Sugar_Cane","Tall_Grass","Trapdoor","Vines","Wall_Sign","Wooden_Door"]
#List of light emitting blocks
lightBlocks=["End_Portal","Fire","Redstone_Comparator_(on)","Redstone_Lamp_(on)","Redstone_Torch_(on)","Repeater_(on)","Glowstone","Stationary_Lava","Torch"]
misc_materials = [
"Stationary_Water",
"Flowing_Water",
"Slime",
"Ice",
"Stained_Glass",
"Stained_Glass_Pane"
]
for material in bpy.data.materials:
print("Started "+str(material))
if material.name in set(transparentBlocks + lightBlocks + misc_materials):
pass
else:
# use a normal shader
Normal_Shader(material)
print("Finished "+str(material))
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