Archimesh: fix floor creation #104446
@ -11,7 +11,7 @@ bl_info = {
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"name": "Archimesh",
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"author": "Antonio Vazquez (antonioya)",
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"location": "View3D > Add Mesh / Sidebar > Create Tab",
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"version": (1, 2, 3),
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"version": (1, 2, 4),
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"blender": (3, 0, 0),
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"description": "Generate rooms, doors, windows, and other architecture objects",
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"doc_url": "{BLENDER_MANUAL_URL}/addons/add_mesh/archimesh.html",
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@ -174,10 +174,9 @@ def set_modifier_solidify(myobject, width):
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def set_modifier_boolean(myobject, bolobject):
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bpy.context.view_layer.objects.active = myobject
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if bpy.context.view_layer.objects.active.name == myobject.name:
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bpy.ops.object.modifier_add(type='BOOLEAN')
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mod = myobject.modifiers[len(myobject.modifiers) - 1]
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mod.operation = 'DIFFERENCE'
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mod.object = bolobject
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boolean_modifier = context.object.modifiers.new("", 'BOOLEAN')
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boolean_modifier.operation = 'DIFFERENCE'
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boolean_modifier.object = bolobject
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# --------------------------------------------------------------------
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@ -709,40 +708,38 @@ def create_brick_material(matname, replace, r, g, b, rv=0.8, gv=0.636, bv=0.315)
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nodes = mat.node_tree.nodes
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# support for multilanguage
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node = nodes[get_node_index(nodes, 'BSDF_DIFFUSE')]
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node.name = 'Diffuse BSDF'
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node.label = 'Diffuse BSDF'
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principled_node = nodes[get_node_index(nodes, 'BSDF_PRINCIPLED')]
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node.inputs[0].default_value = [r, g, b, 1]
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node.location = 500, 160
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principled_node.inputs[0].default_value = [r, g, b, 1]
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principled_node.location = 500, 160
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node = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')]
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node.location = 700, 160
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output_node = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')]
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output_node.location = 700, 160
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node = nodes.new('ShaderNodeTexBrick')
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node.name = 'Brick_0'
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node.inputs[3].default_value = [0.407, 0.411, 0.394, 1] # mortar color
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node.inputs[4].default_value = 3 # scale
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node.inputs[5].default_value = 0.001 # mortar
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node.inputs[7].default_value = 0.60 # size_w
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node.inputs[8].default_value = 0.30 # size_h
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node.location = 300, 160
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brick_node = nodes.new('ShaderNodeTexBrick')
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brick_node.name = 'Brick_0'
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brick_node.inputs[3].default_value = [0.407, 0.411, 0.394, 1] # mortar color
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brick_node.inputs[4].default_value = 3 # scale
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brick_node.inputs[5].default_value = 0.001 # mortar
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brick_node.inputs[7].default_value = 0.60 # size_w
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brick_node.inputs[8].default_value = 0.30 # size_h
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brick_node.location = 300, 160
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node = nodes.new('ShaderNodeRGB')
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node.name = 'RGB_0'
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node.outputs[0].default_value = [r, g, b, 1]
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node.location = 70, 160
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rgb_node = nodes.new('ShaderNodeRGB')
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rgb_node.name = 'RGB_0'
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rgb_node.outputs[0].default_value = [r, g, b, 1]
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rgb_node.location = 70, 160
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# Connect nodes
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outn = nodes['RGB_0'].outputs['Color']
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inn = nodes['Brick_0'].inputs['Color1']
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outn = rgb_node.outputs['Color']
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inn = brick_node.inputs['Color1']
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mat.node_tree.links.new(outn, inn)
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inn = nodes['Brick_0'].inputs['Color2']
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inn = brick_node.inputs['Color2']
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mat.node_tree.links.new(outn, inn)
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outn = nodes['Brick_0'].outputs['Color']
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inn = nodes['Diffuse BSDF'].inputs['Color']
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outn = brick_node.outputs['Color']
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inn = principled_node.inputs['Base Color']
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mat.node_tree.links.new(outn, inn)
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return mat
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