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for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Material':
continue
material = fbx_table_nodes.get(fbx_uuid, (None, None))[1]
image, tex_map = material_images.get(material, {}).get(b'DiffuseColor', (None, None))
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# do we have alpha?
if image and image.depth == 32:
if use_alpha_decals:
material_decals.add(material)
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if use_cycles:
ma_wrap = cycles_material_wrap_map[material]
if ma_wrap.node_bsdf_alpha.mute:
ma_wrap.alpha_image_set_from_diffuse()
else:
if not any((True for mtex in material.texture_slots if mtex and mtex.use_map_alpha)):
mtex = material_mtex_new(material, image, tex_map)
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material.use_transparency = True
material.transparency_method = 'RAYTRACE'
material.alpha = 0.0
mtex.use_map_alpha = True
mtex.alpha_factor = 1.0
# propagate mapping from diffuse to all other channels which have none defined.
if use_cycles:
ma_wrap = cycles_material_wrap_map[material]
ma_wrap.mapping_set_from_diffuse()
_(); del _
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perfmon.step("FBX import: Cycles z-offset workaround...")
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def _():
# Annoying workaround for cycles having no z-offset
if material_decals and use_alpha_decals:
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Geometry':
continue
if fbx_obj.props[-1] == b'Mesh':
mesh = fbx_item[1]
if decal_offset != 0.0:
for material in mesh.materials:
if material in material_decals:
for v in mesh.vertices:
v.co += v.normal * decal_offset
break
if use_cycles:
for obj in (obj for obj in bpy.data.objects if obj.data == mesh):
obj.cycles_visibility.shadow = False
else:
for material in mesh.materials:
if material in material_decals:
# recieve but dont cast shadows
material.use_raytrace = False
_(); del _
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perfmon.level_down()
perfmon.level_down("Import finished.")
return {'FINISHED'}