def set_base_texture_settings(node_tree, settings): """Set base texture settings to shader. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _material_utils.set_texture_settings_to_node(node_tree.nodes[Glass.BASE_TEX_NODE], settings)
def set_mult_1_texture_settings(node_tree, settings): """Set mult_1 texture settings to shader. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _material_utils.set_texture_settings_to_node(node_tree.nodes[DifSpecWeightMult2Weight2.MULT_1_TEX_NODE], settings)
def set_over_texture_settings(node_tree, settings): """Set over texture settings to shader. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _material_utils.set_texture_settings_to_node(node_tree.nodes[DifWeightDif.OVER_TEX_NODE], settings)
def set_detail_texture_settings(node_tree, settings): """Set detail texture settings to shader. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _material_utils.set_texture_settings_to_node( node_tree.nodes[DifSpecFadeDifSpec.DETAIL_TEX_NODE], settings)
def set_detail_texture_settings(node_tree, settings): """Set detail normal map texture settings to flavor. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _material_utils.set_texture_settings_to_node( node_tree.nodes[DET_NMAP_TEX_NODE], settings)
def set_oclu_texture_settings(node_tree, settings): """Set occlusion texture settings to shader. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _material_utils.set_texture_settings_to_node( node_tree.nodes[DifSpecOclu.OCLU_TEX_NODE], settings)
def set_paintjob_texture_settings(node_tree, settings): """Set paintjob texture settings to shader. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _material_utils.set_texture_settings_to_node( node_tree.nodes[Truckpaint.PAINT_TEX_NODE], settings)
def set_lightmap_texture_settings(node_tree, settings): """Set lightmap texture settings to shader. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _material_utils.set_texture_settings_to_node( node_tree.nodes[WindowNight.LIGHTMAP_TEX_NODE], settings)
def set_iamod_texture_settings(node_tree, settings): """Set inverse alpha modulating texture settings to shader. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _material_utils.set_texture_settings_to_node( node_tree.nodes[DifSpecMultDifSpecIamodDifSpec.IAMOD_TEX_NODE], settings)
def set_mask_texture_settings(node_tree, settings): """Set mask texture settings to shader. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _material_utils.set_texture_settings_to_node( node_tree.nodes[Lamp.MASK_TEX_NODE], settings) # due the fact uvs get clamped in vertex shader, we have to manually switch repeat on, for effect to work correctly node_tree.nodes[Lamp.MASK_TEX_NODE].extension = "REPEAT"
def set_layer1_texture_settings(node_tree, settings): """Set layer1 texture settings to shader. :param node_tree: node tree of current shader :type node_tree: bpy.types.NodeTree :param settings: binary string of TOBJ settings gotten from tobj import :type settings: str """ _LAYER1_MMAP_NODE = Water.LAYER1_NMAP_UID + Water.POSTFIX_NMAP_TEX_NODE _material_utils.set_texture_settings_to_node( node_tree.nodes[_LAYER1_MMAP_NODE], settings)