本文介绍如何使用 Python 创建新材质、添加着色器、创建新对象并将材质分配给 Blender 中的对象。
首先,创建一种新材质。该函数将字符串作为新材质的名称:
import bpydef newMaterial(id): mat = bpy.data.materials.get(id) if mat is None: mat = bpy.data.materials.new(name=id) mat.use_nodes = True if mat.node_tree: mat.node_tree.links.clear() mat.node_tree.nodes.clear() return mat
然后为材质添加着色器。输入着色器的类型(即漫反射、发射、光泽)和 rgb 颜色:
def newShader(id, type, r, g, b): mat = newMaterial(id) nodes = mat.node_tree.nodes links = mat.node_tree.links output = nodes.new(type='ShaderNodeOutputMaterial') if type == "diffuse": shader = nodes.new(type='ShaderNodeBsdfDiffuse') nodes["Diffuse BSDF"].inputs[0].default_value = (r, g, b, 1) elif type == "emission": shader = nodes.new(type='ShaderNodeEmission') nodes["Emission"].inputs[0].default_value = (r, g, b, 1) nodes["Emission"].inputs[1].default_value = 1 elif type == "glossy": shader = nodes.new(type='ShaderNodeBsdfGlossy') nodes["Glossy BSDF"].inputs[0].default_value = (r, g, b, 1) nodes["Glossy BSDF"].inputs[1].default_value = 0 links.new(shader.outputs[0], output.inputs[0]) return mat
然后创建对象,分配材质并调用函数:
def drawObject(): mat = newShader("Shader1", "diffuse", 1, 1, 1) bpy.ops.mesh.primitive_cube_add(size=2, align='WORLD', location=(0, 0, 0)) bpy.context.active_object.data.materials.append(mat)drawObject()
原文链接:http://www.bimant.com/blog/blender-material-assignment-with-python/
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