def execute(self, context): material = context.active_object.active_material if material: shader_texture_filepath = getattr( material.scs_props, "shader_texture_" + self.texture_type) if _path_utils.is_valid_shader_texture_path( shader_texture_filepath): tex_filepath = _path_utils.get_abs_path( shader_texture_filepath) if tex_filepath and (tex_filepath.endswith(".tga") or tex_filepath.endswith(".png")): if _tobj_exp.export(tex_filepath[:-4] + ".tobj", os.path.basename(tex_filepath), set()): _material_utils.reload_tobj_settings( material, self.texture_type) else: self.report({'ERROR'}, "Please load texture properly first!") return {'FINISHED'}
def execute(self, context): material = context.active_object.active_material if material: _material_utils.reload_tobj_settings(material, self.texture_type) return {'FINISHED'}
def execute(self, context): material = context.active_object.active_material if material: _material_utils.reload_tobj_settings(material, self.texture_type) return {'FINISHED'}
def execute(self, context): material = context.active_object.active_material if material: shader_texture_filepath = getattr(material.scs_props, "shader_texture_" + self.texture_type) if _material_utils.is_valid_shader_texture_path(shader_texture_filepath): tex_filepath = _path_utils.get_abs_path(shader_texture_filepath) if tex_filepath and (tex_filepath.endswith(".tga") or tex_filepath.endswith(".png")): if _tobj_exp.export(tex_filepath[:-4] + ".tobj", os.path.basename(tex_filepath), set()): _material_utils.reload_tobj_settings(material, self.texture_type) else: self.report({'ERROR'}, "Please load texture properly first!") return {'FINISHED'}
def __update_shader_texture__(self, context, tex_type): """Hookup function for update of shader texture of any texture type. :param context: Blender context :type context: bpy.types.Context :param tex_type: string representing texture type :type tex_type: str """ __update_look__((), context) material = _material_utils.get_material_from_context(context) if material: shader_texture_str = "shader_texture_" + tex_type shader_texture_filepath = getattr(self, shader_texture_str) # create texture and use it on shader texture = _material_utils.get_texture(shader_texture_filepath, tex_type) _shader.set_texture(material, tex_type, texture) # reload TOBJ settings _material_utils.reload_tobj_settings(material, tex_type)