1 Commits

Author SHA1 Message Date
Terrev
fd02e3240e disable subsurfacescattering on opaque as it doesnt play nicely with the scaling 2025-01-14 21:05:45 -05:00
2 changed files with 7 additions and 1 deletions

View File

@@ -1,7 +1,7 @@
bl_info = {
"name": "LU Toolbox",
"author": "Bobbe",
"version": (2, 3, 0),
"version": (2, 4, 0),
"blender": (2, 93, 0),
"location": "3D View -> Sidebar -> LU Toolbox",
"category": "Import-Export",

View File

@@ -115,6 +115,12 @@ class LUTB_OT_setup_icon_render(bpy.types.Operator):
name = material.name.rsplit(".", 1)[0]
if name in MATERIALS_OPAQUE:
mesh.materials[i] = get_lutb_ir_opaque_mat(self)
# another hack to change a material setting, for the same reasons as the comment below...
# anyway, it was deemed that having this enabled was making the plastic look too soft and washed-out in many scenarios - jamie
if mesh.materials[i].node_tree:
for node in mesh.materials[i].node_tree.nodes:
if node.type == "BSDF_PRINCIPLED":
node.inputs["Subsurface"].default_value = 0
elif name in MATERIALS_TRANSPARENT:
mesh.materials[i] = get_lutb_ir_transparent_mat(self)
# next two lines are a silly hacky fix cause i dont wanna mess with the magical mystery box that is resources.blend, and hollis didnt know why it was broken anyway - jamie