Created
August 24, 2023 09:14
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ZenVis attach textures to materials
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import bpy | |
# Get the active object | |
obj = bpy.context.active_object | |
# Switch to the Shader Editor workspace | |
#bpy.context.area.type = 'NODE_EDITOR' | |
#bpy.context.space_data.tree_type = 'ShaderNodeTree' | |
# Loop through each material slot | |
#for i, material_slot in enumerate(obj.material_slots): | |
for i, material in enumerate(bpy.data.materials): | |
#material = material_slot.material | |
if material: | |
material.use_nodes = True | |
# Create an Image Texture node | |
image_texture_node = material.node_tree.nodes.new(type='ShaderNodeTexImage') | |
# Set the image name based on the material name | |
#image_name = material.name | |
#image_path = bpy.path.abspath("//" + image_name + ".png") # Change the extension if necessary | |
# Load the image | |
#image = bpy.data.images.load(image_path) | |
image = bpy.data.images.get(material.name + ".TGA") | |
image_texture_node.image = image | |
# Connect the image texture node to the shader | |
shader_node = material.node_tree.nodes.get('Principled BSDF') # Adjust the shader node name as needed | |
material.node_tree.links.new(shader_node.inputs['Base Color'], image_texture_node.outputs['Color']) | |
material.node_tree.links.new(shader_node.inputs['Alpha'], image_texture_node.outputs['Alpha']) | |
# Arrange nodes for better visibility (optional) | |
#image_texture_node.location.x = -200 | |
#image_texture_node.location.y = i * -200 | |
# Switch back to the 3D Viewport workspace | |
#py.context.area.type = 'VIEW_3D' |
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