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Create Anisotropic Shader #Blender #BSE
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# for http://blender.stackexchange.com/questions/32787/example-of-creating-and-setting-a-cycles-material-node-with-the-python-api | |
import bpy | |
# get the material | |
mat = bpy.data.materials['Material'] | |
# get the nodes | |
nodes = mat.node_tree.nodes | |
# clear all nodes to start clean | |
for node in nodes: | |
nodes.remove(node) | |
# create emission node | |
node_ani = nodes.new(type='ShaderNodeBsdfAnisotropic') | |
node_ani.inputs[0].default_value = (0,1,0,1) # green RGBA | |
node_ani.inputs[1].default_value = 5.0 # strength | |
node_ani.location = 0,0 | |
# create output node | |
node_output = nodes.new(type='ShaderNodeOutputMaterial') | |
node_output.location = 400,0 | |
# link nodes | |
links = mat.node_tree.links | |
link = links.new(node_ani.outputs[0], node_output.inputs[0]) |
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Yes !!! I think this works 😄 Thank you very much! I learnt a lot!
Slight modifications to match the default settings,
node_emission.inputs[0].default_value = (1,1,1,1) # White RGBA - default if created with GUI
node_emission.inputs[1].default_value = 0.0 # Roughness -- default if created with GUI