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Getting shader graph nodes by type rather than name #3316
Because relying on names doesn't work for non english users
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@@ -478,7 +478,7 @@ class TestShouldGenerateUVs(NewFile):
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obj.data.materials.append(material)
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material.use_nodes = True
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bsdf = material.node_tree.nodes["Principled BSDF"]
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bsdf = tool.Blender.get_material_node(material, "BSDF_PRINCIPLED")
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node = material.node_tree.nodes.new(type="ShaderNodeTexImage")
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material.node_tree.links.new(bsdf.inputs["Base Color"], node.outputs["Color"])
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@@ -494,7 +494,7 @@ class TestShouldGenerateUVs(NewFile):
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obj.data.materials.append(material)
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material.use_nodes = True
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bsdf = material.node_tree.nodes["Principled BSDF"]
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bsdf = tool.Blender.get_material_node(material, "BSDF_PRINCIPLED")
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node = material.node_tree.nodes.new(type="ShaderNodeTexImage")
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material.node_tree.links.new(bsdf.inputs["Base Color"], node.outputs["Color"])
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@@ -136,7 +136,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
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obj = bpy.data.materials.new("Material")
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obj.diffuse_color = [1, 1, 1, 1]
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obj.use_nodes = True
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node = obj.node_tree.nodes["Principled BSDF"]
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node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
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node.inputs["Alpha"].default_value = 0.8
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node.inputs["Base Color"].default_value = [0.5, 0.5, 0.5, 0.5]
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node.inputs["Roughness"].default_value = 0.2
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@@ -163,7 +163,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
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obj = bpy.data.materials.new("Material")
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obj.diffuse_color = [1, 1, 1, 1]
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obj.use_nodes = True
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node = obj.node_tree.nodes["Principled BSDF"]
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node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
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obj.node_tree.nodes.remove(node)
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node = obj.node_tree.nodes.new(type="ShaderNodeBsdfGlossy")
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node.inputs["Color"].default_value = [0.5, 0.5, 0.5, 0.5]
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@@ -190,7 +190,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
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obj = bpy.data.materials.new("Material")
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obj.diffuse_color = [1, 1, 1, 1]
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obj.use_nodes = True
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node = obj.node_tree.nodes["Principled BSDF"]
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node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
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obj.node_tree.nodes.remove(node)
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node = obj.node_tree.nodes.new(type="ShaderNodeBsdfDiffuse")
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node.inputs["Color"].default_value = [0.5, 0.5, 0.5, 0.5]
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@@ -217,7 +217,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
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obj = bpy.data.materials.new("Material")
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obj.diffuse_color = [1, 1, 1, 1]
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obj.use_nodes = True
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node = obj.node_tree.nodes["Principled BSDF"]
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node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
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obj.node_tree.nodes.remove(node)
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node = obj.node_tree.nodes.new(type="ShaderNodeBsdfGlass")
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node.inputs["Color"].default_value = [0.5, 0.5, 0.5, 0.5]
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@@ -244,7 +244,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
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obj = bpy.data.materials.new("Material")
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obj.diffuse_color = [1, 1, 1, 1]
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obj.use_nodes = True
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node = obj.node_tree.nodes["Principled BSDF"]
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node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
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obj.node_tree.nodes.remove(node)
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node = obj.node_tree.nodes.new(type="ShaderNodeEmission")
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node.inputs["Color"].default_value = [0.5, 0.5, 0.5, 0.5]
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@@ -270,7 +270,7 @@ class TestGetSurfaceRenderingAttributes(NewFile):
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obj = bpy.data.materials.new("Material")
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obj.diffuse_color = [1, 1, 1, 1]
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obj.use_nodes = True
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node = obj.node_tree.nodes["Principled BSDF"]
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node = tool.Blender.get_material_node(obj, "BSDF_PRINCIPLED")
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obj.node_tree.nodes.remove(node)
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node = obj.node_tree.nodes.new(type="ShaderNodeVolumePrincipled")
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node.inputs["Color"].default_value = [0.5, 0.5, 0.5, 0.5]
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