Rendering with a different texture filename using the texture node without manually changing the filename each time.

I have several different texture files that i want to render out using the same node group setup and blender file. is it possible to automate the renders but use a different texture filename in the texture node group? I know about doing a render from the terminal.

Example of rendering from the terminal below:

#Render animation in EEVEE from frame 0 to 100 from terminal in Linux
/snap/bin/blender -b /home/jp/Documents/My\ Documents/blender/texture_test.blend -E BLENDER_EEVEE -o /tmp/frame_eevee_##### -s 0 -e 100 -t 1 -a; espeak 'done with eevee render animation'

An example of what I'm trying to do is

  1. I have a node group in a blender file that has several image files that I want to render using the same node group and blender file. I have a list of files p1.png, p2.png, file_texture.png, block_text.png, etc... and each time it renders I want it to loop through and replace the texture image node filename and render the next file in the list. See red arrow where I want the filename to be replaced after each render is complete. Is this possible?


Another example img2

Added Chris's python code and attached blend file:

import bpy
import glob
import os

print ("Script start")

scn = bpy.context.scene

# here = bpy.path.abspath('//Tex_tures')

here = bpy.path.abspath('/tmp/tex_tures')

output_path = scn.render.filepath

for eachFile in glob.glob(os.path.join(here, '*.png')):
    fileName = bpy.path.basename(eachFile)
    fileNameStart = os.path.splitext(fileName)[0]
    print("start:", fileNameStart)
    #bpy.data.images['0063.png'].filepath = eachFile # change this to you texture name
     bpy.data.images[fileName].filepath = eachFile # change this to you texture name
    directory = os.path.join(here, fileNameStart)
    print("directory", directory)
    if not os.path.exists(directory):
    scn.render.filepath = os.path.join(directory,"")
bpy.context.area.ui_type = 'TEXT_EDITOR'

Upload tex_tures file locations:


Error it gives if Line 23 in the python code is added:

Script start
start: 2plantpic_test
Traceback (most recent call last):
  File "/home/rt/Downloads/0-del for questions tmp/blender q/multi_render_tetures.blend/multi_render", line 23, in <module>
KeyError: 'bpy_prop_collection[key]: key "2plantpic_test.png" not found'
Error: Python script failed, check the message in the system console

  • 1
    $\begingroup$ check out my answer here: blender.stackexchange.com/a/218744/86978. Of course you have to adapt it to your needs, but i am pretty sure this is what you want. And it even (as a bonus) takes the name of your texture file ;) $\endgroup$
    – Chris
    Jul 29 '21 at 6:17
  • $\begingroup$ @Chris yes that's exactly what I'm looking for. The files are created with your script but it's using the same texture in the image texture node and it's not changing. I added your python code to the question any idea how to fix this? $\endgroup$
    – Rick T
    Aug 25 '21 at 18:04
  • $\begingroup$ Can show us your tmp/tex_tures folder? $\endgroup$
    – Chris
    Aug 25 '21 at 18:10

you need to change this line

here = bpy.path.abspath('/tmp/tex_tures')

to your folder, else it won't work.

Because the code searches for every png in that folder and then executes it.

  • $\begingroup$ It is changed...I included the python code in the question above along with the blend file. here = bpy.path.abspath('/tmp/tex_tures') $\endgroup$
    – Rick T
    Aug 25 '21 at 19:30
  • $\begingroup$ I downloaded your file and in the python code it wasn‘t changed…. $\endgroup$
    – Chris
    Aug 25 '21 at 19:32
  • $\begingroup$ Very strange I just downloaded the blend file again and that line is in there on line 12 that's where the textures are located. ('/tmp/tex_tures') $\endgroup$
    – Rick T
    Aug 25 '21 at 19:35
  • $\begingroup$ The textures are in the ('/tmp/tex_tures') directory see image above with directory, are you saying they need to be placed else where? $\endgroup$
    – Rick T
    Aug 25 '21 at 19:39
  • 1
    $\begingroup$ all i could do it try out my script on your blender version (if you tell me). My script worked for me as i wrote it (on my version) but i have to say i am working on macbook (maybe this makes a difference although it shouldn't) and i am not that deep in python/files with blender, so i am not sure whether i can help you $\endgroup$
    – Chris
    Aug 26 '21 at 6:05

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.