UV texture blending was being used when materials were disabled.
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@@ -1416,7 +1416,18 @@ class tree:
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def toMesh(self, mesh=None, do_uv=True, do_uv_keep_vproportion=True, do_uv_vnormalize=False, do_uv_uscale=False, uv_image = None, uv_x_scale=1.0, uv_y_scale=4.0, do_uv_blend_layer= False, do_cap_ends=False):
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def toMesh(self, mesh=None,\
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do_uv=True,\
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do_uv_keep_vproportion=True,\
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do_uv_vnormalize=False,\
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do_uv_uscale=False,\
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uv_image = None,\
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uv_x_scale=1.0,\
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uv_y_scale=4.0,\
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do_uv_blend_layer= False,\
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do_cap_ends=False,\
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):
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self.mesh = freshMesh(mesh)
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totverts = 0
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@@ -1678,12 +1689,8 @@ class tree:
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uv.y *= vscale
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# Done with UV mapping the first layer! now map the blend layers
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if do_uv_blend_layer:
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# Set up the blend UV layer - this is simply the blending for branch joints
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mesh.addUVLayer( 'blend' )
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mesh.activeUVLayer = 'blend'
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@@ -3009,11 +3016,11 @@ class branch:
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new_brch.calcData()
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return new_brch
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'''
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def toMesh(self):
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pass
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'''
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@@ -3337,7 +3344,7 @@ def buildTree(ob_curve, single=False):
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ob_mesh.setMatrix(Matrix())
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# Do we need a do_uv_blend_layer?
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if PREFS['material_stencil'].val and PREFS['material_texture'].val:
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if PREFS['do_material'].val and PREFS['material_stencil'].val and PREFS['material_texture'].val:
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do_uv_blend_layer = True
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else:
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do_uv_blend_layer = False
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@@ -3854,7 +3861,7 @@ def gui():
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xtmp = x
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PREFS['material_texture'] = Draw.Toggle('Texture', EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['material_texture'].val, 'Create an image texture for this material to use'); xtmp += but_width*2;
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PREFS['material_stencil'] = Draw.Toggle('Blend Joints', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['material_stencil'].val, 'Use a second texture and UV layer to blend joints'); xtmp += but_width*2;
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PREFS['material_stencil'] = Draw.Toggle('Blend Joints', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['material_stencil'].val, 'Use a 2 more texture and UV layers to blend the seams between joints'); xtmp += but_width*2;
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Blender.Draw.EndAlign()
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y-=but_height+MARGIN
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