INNER CODE UNIT · Python

handle_material_texture_pbr

skarndev/umodel_tools · umodel_tools/game_profiles/__init__.py:52

    def handle_material_texture_pbr(mat: bpy.types.Material,
                                    tex_type: str,
                                    tex_short_name: str,
                                    img_node: bpy.types.ShaderNodeTexImage,
                                    ao_mix_node: bpy.types.ShaderNodeMix,
                                    bsdf_node: bpy.types.ShaderNodeBsdfPrincipled,
                                    out_node: bpy.types.ShaderNodeOutputMaterial) -> None:
        """Handles adding texture maps to a PBR material.

        :param mat: Currently processed material.
        :param tex_type: Current texture type.
        :param tex_short_name: Basename of the texture file without extension.
        :param img_node: Image node in the material's node tree.
        :param ao_mix_node: Ambient Occlusion mixing node in the material's node tree.
        :param bsdf_node: PrincipledBSDF node in the material's node tree.
        :param out_node: Material output node in the material's node tree.
        """

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