I’m making a mod to an existing mod for BeamNG. The objects are .dae files. The geometry imports into blender with materials whose names exactly match the .dds image files used by those materials in the game engine. I’d like to automatically add an image texture node to each material and use the name of the material to point the image node to the correct file.
I tried getting meta ai to help me write the code but the fool literally tells me what it imagines the blender api would logically name objects and methods based on it’s familiarity with millions of code bases instead of actually consulting the real Blender 4.0 documentation. None of the code it gave me worked.
Of course! I’d be happy to explain each line of code in detail.
- material = bpy.context.object.material_slots[0].material:
This line retrieves the material associated with the active object in Blender’s 3D view. It accesses the material slots (which hold multiple materials for an object) and selects the first slot (index 0). Then, it assigns the material from that slot to the variable _material._material_name =
This line is a placeholder for the material name, which would normally be assigned a value here.- _texture_node = (link unavailable)(“TextureNode”):
This line creates a new texture node (a type of node in Blender’s node editor) and assigns it to the variable _texture_node. The (link unavailable) part indicates that the node is not connected to any input.- _texture_node.image = bpy.data.images.load(_material_name):
This line loads an image file using the bpy.data.images.load() function and assigns it to the image property of the _texture_node. The image file name is passed as a parameter, which would normally be the value of _material_name.In summary, this code seems to be setting up a texture node and assigning an image to it based on the material associated with the active object. If you have more context or questions, feel free to ask!