[Bf-blender-cvs] [65ea9ec948f] blender2.8: node_shader_utils: Proper fix for node_normalmap accessor returning ellipsis value.
Bastien Montagne
noreply at git.blender.org
Wed Oct 17 20:26:51 CEST 2018
Commit: 65ea9ec948ff6f80dbabc46e3a17b55b0c03893c
Author: Bastien Montagne
Date: Wed Oct 17 20:18:40 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB65ea9ec948ff6f80dbabc46e3a17b55b0c03893c
node_shader_utils: Proper fix for node_normalmap accessor returning ellipsis value.
Ellipsis value is internal ingredient only, to tag hidden _node_normalmap
'real' property as not yet initialized. Public node_normalmap accessor
should never ever have that value, it's either None or a valid node!
===================================================================
M release/scripts/modules/bpy_extras/node_shader_utils.py
===================================================================
diff --git a/release/scripts/modules/bpy_extras/node_shader_utils.py b/release/scripts/modules/bpy_extras/node_shader_utils.py
index 89e3585e621..d06d66d3cb5 100644
--- a/release/scripts/modules/bpy_extras/node_shader_utils.py
+++ b/release/scripts/modules/bpy_extras/node_shader_utils.py
@@ -230,29 +230,28 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def node_normalmap_get(self):
- if not self.use_nodes:
+ if not self.use_nodes or self.node_principled_bsdf is None:
return None
- if self.node_principled_bsdf is not None:
- node_principled = self.node_principled_bsdf
+ node_principled = self.node_principled_bsdf
+ if self._node_normalmap is ...:
+ # Running only once, trying to find a valid normalmap node.
+ if node_principled.inputs["Normal"].is_linked:
+ node_normalmap = node_principled.inputs["Normal"].links[0].from_node
+ if node_normalmap.bl_idname == 'ShaderNodeNormalMap':
+ self._node_normalmap = node_normalmap
+ self._grid_to_location(0, 0, ref_node=node_normalmap)
if self._node_normalmap is ...:
- # Running only once, trying to find a valid normalmap node.
- if node_principled.inputs["Normal"].is_linked:
- node_normalmap = node_principled.inputs["Normal"].links[0].from_node
- if node_normalmap.bl_idname == 'ShaderNodeNormalMap':
- self._node_normalmap = node_normalmap
- self._grid_to_location(0, 0, ref_node=node_normalmap)
- if self._node_normalmap is ...:
- self._node_normalmap = None
- if self._node_normalmap is None and not self.is_readonly:
- tree = self.material.node_tree
- nodes = tree.nodes
- links = tree.links
-
- node_normalmap = nodes.new(type='ShaderNodeNormalMap')
- node_normalmap.label = "Normal/Map"
- self._grid_to_location(-1, -2, dst_node=node_normalmap, ref_node=node_principled)
- # Link
- links.new(node_normalmap.outputs["Normal"], node_principled.inputs["Normal"])
+ self._node_normalmap = None
+ if self._node_normalmap is None and not self.is_readonly:
+ tree = self.material.node_tree
+ nodes = tree.nodes
+ links = tree.links
+
+ node_normalmap = nodes.new(type='ShaderNodeNormalMap')
+ node_normalmap.label = "Normal/Map"
+ self._grid_to_location(-1, -2, dst_node=node_normalmap, ref_node=node_principled)
+ # Link
+ links.new(node_normalmap.outputs["Normal"], node_principled.inputs["Normal"])
return self._node_normalmap
node_normalmap = property(node_normalmap_get)
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