Timeline for What is a python command to create a node group or shader node tree from the nodes in the currently active material?
Current License: CC BY-SA 4.0
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when toggle format | what | by | license | comment | |
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Oct 12, 2020 at 22:42 | answer | added | unwave | timeline score: 2 | |
Sep 30, 2020 at 23:45 | comment | added | Jordan Powers | If anyone knows of bpy.data.node_group commands that can append other nodes to existing node groups that might help as well. | |
Sep 30, 2020 at 23:42 | comment | added | Jordan Powers | I will check into this. It seems from what I've found that some operators may only be designed to work in certain windows. Maybe this will work though still. I did find that test_group = bpy.data.node_groups.new('testGroup', 'ShaderNodeTree') will create a custom node group no matter what view you're in but it doesn't create it from the selected nodes or anything just a generic group. This would work fine except I need to then append or insert the existing nodes of the active material into newly created group in order to have a group made from the active material's nodes. | |
Sep 30, 2020 at 14:23 | comment | added | Gorgious | Hello, if you are just trying to call an existing operator in code but it throws an invalid context error, you should look into "context override" blender.stackexchange.com/search?q=context+override | |
Sep 30, 2020 at 12:14 | history | asked | Jordan Powers | CC BY-SA 4.0 |