Created
November 25, 2020 14:36
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GLTF Blende export nodes
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import bpy | |
# User variables | |
UV_MAP_NAME = "BAKETOOL_Job 1" | |
IMAGE_NAME = "Default_albedo.jpg" | |
# Gloabls | |
gltf_settings_node = bpy.data.node_groups['glTF Settings'] | |
y = 2000 | |
selected_objects = bpy.context.selected_objects | |
for so in selected_objects: | |
for ms in so.material_slots: | |
material_name = ms.name | |
material = bpy.data.materials[material_name] | |
node_tree = material.node_tree | |
nodes = node_tree.nodes | |
# Create new UV map node | |
uv_map = nodes.new("ShaderNodeUVMap") | |
uv_map.uv_map = UV_MAP_NAME | |
uv_map.location = (-200, y) | |
# Create new Image Texture node | |
tex_image = nodes.new("ShaderNodeTexImage") | |
tex_image.location = (0, y) | |
image_idx = bpy.data.images.find(IMAGE_NAME) | |
tex_image.image = bpy.data.images[image_idx] | |
# Create new Shader node group | |
group = nodes.new("ShaderNodeGroup") | |
group.node_tree = gltf_settings_node | |
group.location = (300, y) | |
# Create links | |
node_tree.links.new(tex_image.inputs["Vector"], uv_map.outputs["UV"]) | |
node_tree.links.new(group.inputs["Occlusion"], tex_image.outputs["Color"]) |
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