Getting shader graph nodes by type rather than name #3316

Because relying on names doesn't work for non english users
This commit is contained in:
Andrej730
2023-06-19 16:09:42 +05:00
parent dfc5a280a4
commit a34be6ae5d
7 changed files with 27 additions and 16 deletions
+2 -2
View File
@@ -478,7 +478,7 @@ class TestShouldGenerateUVs(NewFile):
obj.data.materials.append(material)
material.use_nodes = True
bsdf = material.node_tree.nodes["Principled BSDF"]
bsdf = tool.Blender.get_material_node(material, "BSDF_PRINCIPLED")
node = material.node_tree.nodes.new(type="ShaderNodeTexImage")
material.node_tree.links.new(bsdf.inputs["Base Color"], node.outputs["Color"])
@@ -494,7 +494,7 @@ class TestShouldGenerateUVs(NewFile):
obj.data.materials.append(material)
material.use_nodes = True
bsdf = material.node_tree.nodes["Principled BSDF"]
bsdf = tool.Blender.get_material_node(material, "BSDF_PRINCIPLED")
node = material.node_tree.nodes.new(type="ShaderNodeTexImage")
material.node_tree.links.new(bsdf.inputs["Base Color"], node.outputs["Color"])
+6 -6
View File
@@ -136,7 +136,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
obj = bpy.data.materials.new("Material")
obj.diffuse_color = [1, 1, 1, 1]
obj.use_nodes = True
node = obj.node_tree.nodes["Principled BSDF"]
node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
node.inputs["Alpha"].default_value = 0.8
node.inputs["Base Color"].default_value = [0.5, 0.5, 0.5, 0.5]
node.inputs["Roughness"].default_value = 0.2
@@ -163,7 +163,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
obj = bpy.data.materials.new("Material")
obj.diffuse_color = [1, 1, 1, 1]
obj.use_nodes = True
node = obj.node_tree.nodes["Principled BSDF"]
node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
obj.node_tree.nodes.remove(node)
node = obj.node_tree.nodes.new(type="ShaderNodeBsdfGlossy")
node.inputs["Color"].default_value = [0.5, 0.5, 0.5, 0.5]
@@ -190,7 +190,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
obj = bpy.data.materials.new("Material")
obj.diffuse_color = [1, 1, 1, 1]
obj.use_nodes = True
node = obj.node_tree.nodes["Principled BSDF"]
node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
obj.node_tree.nodes.remove(node)
node = obj.node_tree.nodes.new(type="ShaderNodeBsdfDiffuse")
node.inputs["Color"].default_value = [0.5, 0.5, 0.5, 0.5]
@@ -217,7 +217,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
obj = bpy.data.materials.new("Material")
obj.diffuse_color = [1, 1, 1, 1]
obj.use_nodes = True
node = obj.node_tree.nodes["Principled BSDF"]
node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
obj.node_tree.nodes.remove(node)
node = obj.node_tree.nodes.new(type="ShaderNodeBsdfGlass")
node.inputs["Color"].default_value = [0.5, 0.5, 0.5, 0.5]
@@ -244,7 +244,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
obj = bpy.data.materials.new("Material")
obj.diffuse_color = [1, 1, 1, 1]
obj.use_nodes = True
node = obj.node_tree.nodes["Principled BSDF"]
node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
obj.node_tree.nodes.remove(node)
node = obj.node_tree.nodes.new(type="ShaderNodeEmission")
node.inputs["Color"].default_value = [0.5, 0.5, 0.5, 0.5]
@@ -270,7 +270,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
obj = bpy.data.materials.new("Material")
obj.diffuse_color = [1, 1, 1, 1]
obj.use_nodes = True
node = obj.node_tree.nodes["Principled BSDF"]
node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
obj.node_tree.nodes.remove(node)
node = obj.node_tree.nodes.new(type="ShaderNodeVolumePrincipled")
node.inputs["Color"].default_value = [0.5, 0.5, 0.5, 0.5]