Are two seperate nodegroups in a shader supported?
It gives me an error:
Traceback (most recent call last):
File “C:\Users\Flatron\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\NMS_Nodes.py”, line 216, in execute
tree.links.new(tex_coord.outputs[2], group2.inputs[5])
NameError: name ‘group2’ is not defined
In the generated code, the code for this second nodegroup starts with:
group_data1 = bpy.data.node_groups.new(type=“ShaderNodeTree”, name=“Albedo_Variation”)
When this makes an addon for a node group, does that addon just allow you to spawn that node group into any Blend, or does it ‘bake’ it into a custom Python node?
The generated addon spawns in the selected nodes/node groups natively, as they would be normally in blender. No python. No baking. One click deployment.
I’m currently preparing to restructure the addon architecture to handle saving images as part of addons (so the images come preloaded when you click deploy).
This restructuring will also include the bonus’s of:
Automatic saving and zipping of addon (this means you won’t have to manually save anymore)
I’m hoping to also address the framing issue, however if the positioning problem is just an issue with 2.79 and not 2.80, then I will likely move on to working on more meaningful examples.
The addon will automatically pack all relevant image textures. You don’t need to do anything here apart from make sure you are using the latest version. If you are thinking of full addon customisation I would recommend the extended edition as this includes step by step guides.
Hello. I would like to know if this works with Animation Nodes, which uses a similar workspace as shading or compositor. If not, could you consider to give it support?
Thanks.
Sorry for the delay, for compatibility reasons only official node types are supported. This means, shader, compositing, world and geometry nodes. If AN are officially added to Blender I will consider adding support.