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November 2, 2022 16:11
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This script for Blender 3.0+ parses a directory with textures and creates materials with the corresponding textures assigned
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| import bpy | |
| import os | |
| textures_dir_path = 'D:/Textures' | |
| use_fake_user = True | |
| def run(): | |
| files = list_materials() | |
| for file in files: | |
| material = bpy.data.materials.new(file.split('.')[0]) | |
| material.use_fake_user = use_fake_user | |
| imgpath = textures_dir_path + '/' + file | |
| image = bpy.data.images.load(imgpath) | |
| material.use_nodes = True | |
| material.specular_intensity = 0 | |
| texname = material.name | |
| principled_BSDF = material.node_tree.nodes.get('Principled BSDF') | |
| tex_node = material.node_tree.nodes.new('ShaderNodeTexImage') | |
| tex_node.image = image | |
| tex_node.interpolation = 'Closest' | |
| material.node_tree.links.new(tex_node.outputs[0], principled_BSDF.inputs[0]) | |
| texture = bpy.data.textures.new(texname, type='IMAGE') | |
| texture.use_fake_user = use_fake_user | |
| texture.image = image | |
| # ===================================== | |
| def list_materials(): | |
| matches = [] | |
| for root, dirnames, filenames in os.walk(textures_dir_path): | |
| for filename in filenames: | |
| if filename.endswith(('.png')): | |
| matches.append(filename) | |
| return matches | |
| # ===================================== | |
| run() |
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