Fix - Restore deleting default shader nodes, after recent Blender changes
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@@ -7,7 +7,7 @@ bl_info = {
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# This is now displayed as the maintainer, so show the foundation.
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# "author": "Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein", # Original Authors
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'author': "Blender Foundation, Khronos Group",
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"version": (5, 0, 20),
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"version": (5, 0, 21),
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'blender': (4, 4, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@@ -23,7 +23,7 @@ class BlenderMaterial():
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if material_idx is None:
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# If no material is specified, we create a default one
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mat = bpy.data.materials.new(name="DefaultMaterial")
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# Since Blender 5.0, no need to remove default nodes, as they are not created by default
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mat.node_tree.nodes.clear()
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output_node = mat.node_tree.nodes.new(type='ShaderNodeOutputMaterial')
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output_node.location = (0, 0)
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shader_node = mat.node_tree.nodes.new(type='ShaderNodeBsdfPrincipled')
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@@ -53,7 +53,7 @@ class BlenderMaterial():
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BlenderMaterial.set_eevee_surface_render_method(pymaterial, mat)
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BlenderMaterial.set_viewport_color(pymaterial, mat, vertex_color)
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# Since Blender 5.0, no need to remove default nodes, as they are not created by default
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mat.node_tree.nodes.clear()
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mh = MaterialHelper(gltf, pymaterial, mat, vertex_color)
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