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Questions relating to Blenders node editor. The node editor is used for non-destructive texture and material editing; for geometry node editing and for post-processing/compositing.
2
votes
Using new PointerProperty with custom property
This is how I do it in the Blender addon for LuxCore:
import bpy
from bpy.props import PointerProperty
def init():
bpy.types.Material.luxcore = PointerProperty(type=LuxCoreMaterialProps)
class …
3
votes
Accepted
Is there a node in Lux with a similar function as Cycles' Fresnel and Layerweight nodes?
Short answer: No.
The problem is that such a texture is only possible in a unidirectional pathtracer, but LuxCore also supports bidirectional pathtracing. I have recently investigated this and implem …
2
votes
Accepted
Is there a way to script for Lux to work on original nodes?
LuxCore's shader code is written in C++ and OpenCL.
To write new textures or materials, you have to clone the codebase, write your code in C++ (and optionally OpenCL) and compile the binaries with you …
1
vote
0
answers
117
views
Custom Nodes: can't animate CollectionProperty items
When I try to animate a property that is stored in a CollectionProperty attached to a custom node (by hovering it and pressing I), I get the following error message:
Failed to resolve path to propert …
1
vote
Accepted
Creation of Node Setup with python, missing some commands
Cycles material nodes are accessible through the node_tree attribute of the material.
Example: get the node tree of the active material on the active object:
node_tree = bpy.context.object.active_ma …
3
votes
Accepted
How disable/enable an Output File Node from python?
You can set the mute flag of the Node to True.
import bpy
scene = bpy.context.scene
compositing_node_tree = scene.node_tree
compositing_node_tree.nodes['File Output'].mute = True
Alternatively you …
2
votes
Move texture import script in node editor to a node category
I implemented a crude solution in LuxBlend: Link
class NodeItemMultiImageImport(NodeItemCustom):
# NodeItemCustom is not documented anywhere so this code is a bit of guesswork
def draw_operat …