[Bf-extensions-cvs] [636cc549] master: Fix T80983: Import Images as Planes links alpha to emission strength

Brecht Van Lommel noreply at git.blender.org
Mon Sep 21 13:46:57 CEST 2020


Commit: 636cc5496436fc2f63f7820d9ec7aa2933ebe212
Author: Brecht Van Lommel
Date:   Mon Sep 21 13:33:06 2020 +0200
Branches: master
https://developer.blender.org/rBA636cc5496436fc2f63f7820d9ec7aa2933ebe212

Fix T80983: Import Images as Planes links alpha to emission strength

This happened after the addition of emission strength, prefer using names
over socket index. Based on patch by Evan Wilson.

Differential Revision: https://developer.blender.org/D8965

===================================================================

M	io_import_images_as_planes.py

===================================================================

diff --git a/io_import_images_as_planes.py b/io_import_images_as_planes.py
index 5783d70e..41d0c3f6 100644
--- a/io_import_images_as_planes.py
+++ b/io_import_images_as_planes.py
@@ -21,8 +21,8 @@
 bl_info = {
     "name": "Import Images as Planes",
     "author": "Florian Meyer (tstscr), mont29, matali, Ted Schundler (SpkyElctrc)",
-    "version": (3, 3, 1),
-    "blender": (2, 80, 0),
+    "version": (3, 3, 2),
+    "blender": (2, 91, 5),
     "location": "File > Import > Images as Planes or Add > Mesh > Images as Planes",
     "description": "Imports images and creates planes with the appropriate aspect ratio. "
                    "The images are mapped to the planes.",
@@ -1016,24 +1016,24 @@ class IMPORT_IMAGE_OT_to_plane(Operator, AddObjectHelper):
             core_shader = get_shadeless_node(node_tree)
         else:  # Emission Shading
             core_shader = node_tree.nodes.new('ShaderNodeEmission')
-            core_shader.inputs[1].default_value = self.emit_strength
+            core_shader.inputs['Strength'].default_value = self.emit_strength
 
         # Connect color from texture
-        node_tree.links.new(core_shader.inputs[0], tex_image.outputs[0])
+        node_tree.links.new(core_shader.inputs[0], tex_image.outputs['Color'])
 
         if self.use_transparency:
             if self.shader == 'PRINCIPLED':
-                node_tree.links.new(core_shader.inputs[18], tex_image.outputs[1])
+                node_tree.links.new(core_shader.inputs['Alpha'], tex_image.outputs['Alpha'])
             else:
                 bsdf_transparent = node_tree.nodes.new('ShaderNodeBsdfTransparent')
 
                 mix_shader = node_tree.nodes.new('ShaderNodeMixShader')
-                node_tree.links.new(mix_shader.inputs[0], tex_image.outputs[1])
-                node_tree.links.new(mix_shader.inputs[1], bsdf_transparent.outputs[0])
+                node_tree.links.new(mix_shader.inputs['Fac'], tex_image.outputs['Alpha'])
+                node_tree.links.new(mix_shader.inputs[1], bsdf_transparent.outputs['BSDF'])
                 node_tree.links.new(mix_shader.inputs[2], core_shader.outputs[0])
                 core_shader = mix_shader
 
-        node_tree.links.new(out_node.inputs[0], core_shader.outputs[0])
+        node_tree.links.new(out_node.inputs['Surface'], core_shader.outputs[0])
 
         auto_align_nodes(node_tree)
         return material



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