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fd02e3240e |
@@ -1,7 +1,7 @@
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bl_info = {
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"name": "LU Toolbox",
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"author": "Bobbe",
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"version": (2, 3, 0),
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"version": (2, 4, 0),
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"blender": (2, 93, 0),
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"location": "3D View -> Sidebar -> LU Toolbox",
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"category": "Import-Export",
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@@ -115,6 +115,12 @@ class LUTB_OT_setup_icon_render(bpy.types.Operator):
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name = material.name.rsplit(".", 1)[0]
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if name in MATERIALS_OPAQUE:
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mesh.materials[i] = get_lutb_ir_opaque_mat(self)
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# another hack to change a material setting, for the same reasons as the comment below...
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# anyway, it was deemed that having this enabled was making the plastic look too soft and washed-out in many scenarios - jamie
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if mesh.materials[i].node_tree:
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for node in mesh.materials[i].node_tree.nodes:
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if node.type == "BSDF_PRINCIPLED":
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node.inputs["Subsurface"].default_value = 0
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elif name in MATERIALS_TRANSPARENT:
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mesh.materials[i] = get_lutb_ir_transparent_mat(self)
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# 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
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