Skip to content
Snippets Groups Projects
tex.py 31.60 KiB
# ***** BEGIN GPL LICENSE BLOCK *****
#
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.    See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ***** END GPL LICENCE BLOCK *****

import bpy
import os
import re
import json

def find_index(objekti):

    luku = 0
    for tex in objekti.active_material.texture_slots:
        if(not(hasattr(tex,'texture'))):
            break
        luku = luku +1
    return luku


def RemoveFbxNodes(objekti):
    Node_Tree = objekti.active_material.node_tree
    for node in Node_Tree.nodes:
        if node.type != 'OUTPUT_MATERIAL':
            Node_Tree.nodes.remove(node)
        else:
            output = node
            output.location = 340,400
    Prin_mat = Node_Tree.nodes.new(type="ShaderNodeBsdfPrincipled")
    Prin_mat.location = 13, 375

    Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])


def UVTiling(objekti, index, texturelist):
    """ Checks what Tiles are linked with Material """

    objekti.coat3D.applink_scale = objekti.scale
    tiles_index = []
    tile_number =''
    for poly in objekti.data.polygons:
        if (poly.material_index == (index)):
            loop_index = poly.loop_indices[0]
            uv_x = objekti.data.uv_layers.active.data[loop_index].uv[0]
            if(uv_x >= 0 and uv_x <=1):
                tile_number_x = '1'
            elif (uv_x >= 1 and uv_x <= 2):
                tile_number_x = '2'
            elif (uv_x >= 2 and uv_x <= 3):
                tile_number_x = '3'
            elif (uv_x >= 3 and uv_x <= 4):
                tile_number_x = '4'
            elif (uv_x >= 4 and uv_x <= 5):
                tile_number_x = '5'
            elif (uv_x >= 5 and uv_x <= 6):
                tile_number_x = '6'
            elif (uv_x >= 6 and uv_x <= 7):
                tile_number_x = '7'
            elif (uv_x >= 7 and uv_x <= 8):
                tile_number_x = '8'
            elif (uv_x >= 8 and uv_x <= 9):
                tile_number_x = '9'

            uv_y = objekti.data.uv_layers.active.data[loop_index].uv[1]
            if (uv_y >= 0 and uv_y <= 1):
                tile_number_y = '0'
            elif (uv_y >= 1 and uv_y <= 2):
                tile_number_y = '1'
            elif (uv_x >= 2 and uv_y <= 3):
                tile_number_y = '2'
            elif (uv_x >= 3 and uv_y <= 4):
                tile_number_y = '3'
            elif (uv_x >= 4 and uv_y <= 5):
                tile_number_y = '4'
            elif (uv_x >= 5 and uv_y <= 6):
                tile_number_y = '5'
            elif (uv_x >= 6 and uv_y <= 7):
                tile_number_y = '6'
            elif (uv_x >= 7 and uv_y <= 8):
                tile_number_y = '7'
            elif (uv_x >= 8 and uv_y <= 9):
                tile_number_y = '8'

            tile_number = '10' + tile_number_y + tile_number_x

            if tile_number not in tiles_index:
                tiles_index.append(tile_number)

    return tiles_index

def updatetextures(objekti): # Update 3DC textures

    for index_mat in objekti.material_slots:

        for node in index_mat.material.node_tree.nodes:
            if (node.type == 'TEX_IMAGE'):
                if (node.name == '3DC_color'):
                    node.image.reload()
                elif (node.name == '3DC_metalness'):
                    node.image.reload()
                elif (node.name == '3DC_rough'):
                    node.image.reload()
                elif (node.name == '3DC_nmap'):
                    node.image.reload()
                elif (node.name == '3DC_displacement'):
                    node.image.reload()
                elif (node.name == '3DC_emissive'):
                    node.image.reload()
                elif (node.name == '3DC_AO'):
                    node.image.reload()

    for index_node_group in bpy.data.node_groups:

        for node in index_node_group.nodes:
            if (node.type == 'TEX_IMAGE'):
                if (node.name == '3DC_color'):
                    node.image.reload()
                elif (node.name == '3DC_metalness'):
                    node.image.reload()
                elif (node.name == '3DC_rough'):
                    node.image.reload()
                elif (node.name == '3DC_nmap'):
                    node.image.reload()
                elif (node.name == '3DC_displacement'):
                    node.image.reload()
                elif (node.name == '3DC_emissive'):
                    node.image.reload()
                elif (node.name == '3DC_AO'):
                    node.image.reload()

def link_material_into_uvset(objekti, material, material_index):

    for layer in objekti.data.uv_layers:
        for face in objekti.data.polygons:
            for vert_idx, loop_idx in zip(face.vertices, face.loop_indices):
                uv_coords = layer.data[loop_idx].uv

def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #read textures from texture file

    # Let's check are we UVSet or MATERIAL mode

    create_nodes = False

    for ind, index_mat in enumerate(objekti.material_slots):

        active_uvset = link_material_into_uvset(objekti, index_mat, ind)

        if(udim_textures):
            tile_list = UVTiling(objekti,ind, texturelist)
        else:
            tile_list = []

        texcoat = {}
        texcoat['color'] = []
        texcoat['ao'] = []
        texcoat['rough'] = []
        texcoat['metalness'] = []
        texcoat['nmap'] = []
        texcoat['emissive'] = []
        texcoat['emissive_power'] = []
        texcoat['displacement'] = []

        create_group_node = False
        if(udim_textures == False):
            for texture_info in texturelist:

                if texture_info[0] == index_mat.name:
                    if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
                        if(index_mat.material.coat3D_diffuse):
                            texcoat['color'].append(texture_info[3])
                            create_nodes = True
                        else:
                            os.remove(texture_info[3])
                    elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
                        if (index_mat.material.coat3D_metalness):
                            texcoat['metalness'].append(texture_info[3])
                            create_nodes = True
                        else:
                            os.remove(texture_info[3])
                    elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
                        if (index_mat.material.coat3D_roughness):
                            texcoat['rough'].append(texture_info[3])
                            create_nodes = True
                        else:
                            os.remove(texture_info[3])
                    elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map'  or texture_info[2] == 'normal':
                        if (index_mat.material.coat3D_normal):
                            texcoat['nmap'].append(texture_info[3])
                            create_nodes = True
                        else:
                            os.remove(texture_info[3])
                    elif texture_info[2] == 'emissive':
                        if (index_mat.material.coat3D_emissive):
                            texcoat['emissive'].append(texture_info[3])
                            create_nodes = True
                        else:
                            os.remove(texture_info[3])
                    elif texture_info[2] == 'emissive_power':
                        if (index_mat.material.coat3D_emissive):
                            texcoat['emissive_power'].append(texture_info[3])
                            create_nodes = True
                        else:
                            os.remove(texture_info[3])
                    elif texture_info[2] == 'ao':
                        if (index_mat.material.coat3D_ao):
                            texcoat['ao'].append(texture_info[3])
                            create_nodes = True
                        else:
                            os.remove(texture_info[3])
                    elif texture_info[2].startswith('displacement'):
                        if (index_mat.material.coat3D_displacement):
                            texcoat['displacement'].append(texture_info[3])
                            create_nodes = True
                        else:
                            os.remove(texture_info[3])
                    create_group_node = True
        else:
            for texture_info in texturelist:

                if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
                    texcoat['color'].append([texture_info[0],texture_info[3]])
                    create_nodes = True
                elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[
                    2] == 'reflection':
                    texcoat['metalness'].append([texture_info[0],texture_info[3]])
                    create_nodes = True
                elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
                    texcoat['rough'].append([texture_info[0],texture_info[3]])
                    create_nodes = True
                elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[
                    2] == 'normal_map' or texture_info[2] == 'normal':
                    texcoat['nmap'].append([texture_info[0],texture_info[3]])
                    create_nodes = True
                elif texture_info[2] == 'emissive':
                    texcoat['emissive'].append([texture_info[0],texture_info[3]])
                    create_nodes = True
                elif texture_info[2] == 'emissive_power':
                    texcoat['emissive_power'].append([texture_info[0],texture_info[3]])
                    create_nodes = True
                elif texture_info[2] == 'ao':
                    texcoat['ao'].append([texture_info[0],texture_info[3]])
                    create_nodes = True
                elif texture_info[2].startswith('displacement'):
                    texcoat['displacement'].append([texture_info[0],texture_info[3]])
                    create_nodes = True
                create_group_node = True

        if(create_nodes):
            coat3D = bpy.context.scene.coat3D
            path3b_n = coat3D.exchangedir
            path3b_n += ('%slast_saved_3b_file.txt' % (os.sep))

            if (os.path.isfile(path3b_n)):
                export_file = open(path3b_n)
                for line in export_file:
                    objekti.coat3D.applink_3b_path = line
                export_file.close()
                coat3D.remove_path = True
            createnodes(index_mat, texcoat, create_group_node, tile_list, objekti, ind, is_new)


def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind, is_new): # Cretes new nodes and link textures into them
    bring_color = True # Meaning of these is to check if we can only update textures or do we need to create new nodes
    bring_metalness = True
    bring_roughness = True
    bring_normal = True
    bring_displacement = True
    bring_emissive = True
    bring_AO = True

    coat3D = bpy.context.scene.coat3D
    coatMat = active_mat.material

    if(coatMat.use_nodes == False):
        coatMat.use_nodes = True
    act_material = coatMat.node_tree
    main_material = coatMat.node_tree
    applink_group_node = False

    # First go throug all image nodes and let's check if it starts with 3DC and reload if needed

    for node in coatMat.node_tree.nodes:
        if (node.type == 'OUTPUT_MATERIAL'):
            out_mat = node
            break

    for node in act_material.nodes:
        if(node.name == '3DC_Applink' and node.type == 'GROUP'):
            applink_group_node = True
            act_material = node.node_tree
            applink_tree = node
            break

    print('TeXture UPDATE happens')
    for node in act_material.nodes:
        if (node.type != 'GROUP'):
            if (node.type != 'GROUP_OUTPUT'):
                if (node.type == 'TEX_IMAGE'):
                    if (node.name == '3DC_color'):
                        bring_color = False
                    elif (node.name == '3DC_metalness'):
                        bring_metalness = False
                    elif (node.name == '3DC_roughness'):
                        bring_roughness = False
                    elif (node.name == '3DC_nmap'):
                        bring_normal = False
                    elif (node.name == '3DC_displacement'):
                        bring_displacement = False
                    elif (node.name == '3DC_emissive'):
                        bring_emissive = False
                    elif (node.name == '3DC_AO'):
                        bring_AO = False
        elif (node.type == 'GROUP' and node.name.startswith('3DC_')):
            if (node.name == '3DC_color'):
                bring_color = False
            elif (node.name == '3DC_metalness'):
                bring_metalness = False
            elif (node.name == '3DC_roughness'):
                bring_roughness = False
            elif (node.name == '3DC_nmap'):
                bring_normal = False
            elif (node.name == '3DC_displacement'):
                bring_displacement = False
            elif (node.name == '3DC_emissive'):
                bring_emissive = False
            elif (node.name == '3DC_AO'):
                bring_AO = False

    #Let's start to build new node tree. Let's start linking with Material Output

    if(create_group_node):
        if(applink_group_node == False):
            main_mat2 = out_mat.inputs['Surface'].links[0].from_node
            for input_ind in main_mat2.inputs:
                if(input_ind.is_linked):
                    main_mat3 = input_ind.links[0].from_node
                    if(main_mat3.type == 'BSDF_PRINCIPLED'):
                        main_mat = main_mat3

            group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink")
            group_tree.outputs.new("NodeSocketColor", "Color")
            group_tree.outputs.new("NodeSocketColor", "Metallic")
            group_tree.outputs.new("NodeSocketColor", "Roughness")
            group_tree.outputs.new("NodeSocketVector", "Normal map")
            group_tree.outputs.new("NodeSocketColor", "Emissive")
            group_tree.outputs.new("NodeSocketColor", "Displacement")
            group_tree.outputs.new("NodeSocketColor", "Emissive Power")
            group_tree.outputs.new("NodeSocketColor", "AO")
            group_tree.outputs.new("NodeSocketColor", "Alpha")
            applink_tree = act_material.nodes.new('ShaderNodeGroup')
            applink_tree.name = '3DC_Applink'
            applink_tree.node_tree = group_tree
            applink_tree.location = -400, -100
            act_material = group_tree
            notegroup = act_material.nodes.new('NodeGroupOutput')
            notegroup.location = 220, -260

            if(texcoat['emissive'] != []):
                from_output = out_mat.inputs['Surface'].links[0].from_node
                if(from_output.type == 'BSDF_PRINCIPLED'):
                    add_shader = main_material.nodes.new('ShaderNodeAddShader')
                    emission_shader = main_material.nodes.new('ShaderNodeEmission')

                    emission_shader.name = '3DC_Emission'

                    add_shader.location = 420, 110
                    emission_shader.location = 70, -330
                    out_mat.location = 670, 130

                    main_material.links.new(from_output.outputs[0], add_shader.inputs[0])
                    main_material.links.new(add_shader.outputs[0], out_mat.inputs[0])
                    main_material.links.new(emission_shader.outputs[0], add_shader.inputs[1])
                    main_mat = from_output
            else:
                main_mat = out_mat.inputs['Surface'].links[0].from_node

        else:
            main_mat = out_mat.inputs['Surface'].links[0].from_node
            index = 0
            for node in coatMat.node_tree.nodes:
                if (node.type == 'GROUP' and node.name =='3DC_Applink'):
                    for in_node in node.node_tree.nodes:
                        if(in_node.type == 'GROUP_OUTPUT'):
                            notegroup = in_node
                            index = 1
                            break
                if(index == 1):
                    break

        # READ DATA.JSON FILE

        json_address = os.path.dirname(bpy.app.binary_path) + os.sep + '2.80' + os.sep + 'scripts' + os.sep + 'addons' + os.sep + 'io_coat3D' + os.sep + 'data.json'
        with open(json_address, encoding='utf-8') as data_file:
            data = json.loads(data_file.read())

        if(out_mat.inputs['Surface'].is_linked == True):
            if(bring_color == True and texcoat['color'] != []):
                CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup,
                                  main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)

            if(bring_metalness == True and texcoat['metalness'] != []):
                CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup,
                                  main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)

            if(bring_roughness == True and texcoat['rough'] != []):
                CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup,
                                  main_material, applink_tree, out_mat, coatMat,tile_list, objekti, ind, is_new)

            if(bring_normal == True and texcoat['nmap'] != []):
                CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup,
                                  main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)

            if (bring_emissive == True and texcoat['emissive'] != []):
                CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup,
                                  main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)

            if (bring_displacement == True and texcoat['displacement'] != []):
                CreateTextureLine(data['displacement'], act_material, main_mat, texcoat, coat3D, notegroup,
                                  main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)


def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new):

    if(tile_list):
        texture_name = coatMat.name + '_' + type['name']
        texture_tree = bpy.data.node_groups.new(type="ShaderNodeTree", name=texture_name)
        texture_tree.outputs.new("NodeSocketColor", "Color")
        texture_tree.outputs.new("NodeSocketColor", "Alpha")
        texture_node_tree = act_material.nodes.new('ShaderNodeGroup')
        texture_node_tree.name = '3DC_' + type['name']
        texture_node_tree.node_tree = texture_tree
        texture_node_tree.location[0] = type['node_location'][0]
        texture_node_tree.location[0] -= 400
        texture_node_tree.location[1] = type['node_location'][1]
        notegroupend = texture_tree.nodes.new('NodeGroupOutput')

        count = len(tile_list)
        uv_loc = [-1400, 200]
        map_loc = [-1100, 200]
        tex_loc = [-700, 200]
        mix_loc = [-400, 100]

        nodes = []

        for index, tile in enumerate(tile_list):

            tex_img_node = texture_tree.nodes.new('ShaderNodeTexImage')

            if(type['colorspace'] == 'color' ):
                tex_img_node.color_space = 'COLOR'
            else:
                tex_img_node.color_space = 'NONE'


            for ind, tex_index in enumerate(texcoat[type['name']]):
                if(tex_index[0] == tile):
                    tex_img_node.image = bpy.data.images.load(texcoat[type['name']][ind][1])
                    break
            tex_img_node.location = tex_loc

            tex_uv_node = texture_tree.nodes.new('ShaderNodeUVMap')
            tex_uv_node.location = uv_loc
            if(is_new):
                tex_uv_node.uv_map = objekti.data.uv_layers[ind].name
            else:
                tex_uv_node.uv_map = objekti.data.uv_layers[0].name

            map_node = texture_tree.nodes.new('ShaderNodeMapping')
            map_node.location = map_loc
            map_node.name = '3DC_' + tile
            map_node.vector_type = 'TEXTURE'
            map_node.use_min = True
            map_node.use_max = True

            tile_int_x = int(tile[3])
            tile_int_y = int(tile[2])

            map_node.min[0] = tile_int_x - 1
            map_node.max[0] = tile_int_x

            map_node.min[1] = tile_int_y
            map_node.max[1] = tile_int_y + 1


            if(index == 0):
                nodes.append(tex_img_node.name)
            if(count == 1):
                texture_tree.links.new(tex_img_node.outputs[0], notegroupend.inputs[0])
                texture_tree.links.new(tex_img_node.outputs[1], notegroupend.inputs[1])

            if(index == 1):
                mix_node = texture_tree.nodes.new('ShaderNodeMixRGB')
                mix_node.blend_type = 'ADD'
                mix_node.inputs[0].default_value = 1
                mix_node.location = mix_loc
                mix_loc[1] -= 300
                texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
                texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[0], mix_node.inputs[1])
                mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath')
                mix_node_alpha.location = mix_loc
                mix_loc[1] -= 200
                texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1])
                texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[1], mix_node_alpha.inputs[0])
                nodes.clear()
                nodes.append(tex_img_node.name)
                nodes.append(mix_node.name)
                nodes.append(mix_node_alpha.name)


            elif(index > 1):
                mix_node = texture_tree.nodes.new('ShaderNodeMixRGB')
                mix_node.blend_type = 'ADD'
                mix_node.inputs[0].default_value = 1
                mix_node.location = mix_loc
                mix_loc[1] -= 300
                texture_tree.links.new(texture_tree.nodes[nodes[1]].outputs[0], mix_node.inputs[1])
                texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
                mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath')
                mix_node_alpha.location = mix_loc
                mix_loc[1] -= 200
                texture_tree.links.new(texture_tree.nodes[nodes[2]].outputs[0], mix_node_alpha.inputs[0])
                texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1])

                nodes.clear()
                nodes.append(tex_img_node.name)
                nodes.append(mix_node.name)
                nodes.append(mix_node_alpha.name)

            tex_loc[1] -= 300
            uv_loc[1] -=  300
            map_loc[1] -= 300

            texture_tree.links.new(tex_uv_node.outputs[0], map_node.inputs[0])
            texture_tree.links.new(map_node.outputs[0], tex_img_node.inputs[0])

        if(count > 1):
            texture_tree.links.new(mix_node.outputs[0], notegroupend.inputs[0])
            texture_tree.links.new(mix_node_alpha.outputs[0], notegroupend.inputs[1])



    if(tile_list):
        node = texture_node_tree
        if (type['name'] == 'color'):
            act_material.links.new(node.outputs[1], notegroup.inputs[8])


    else:
        node = act_material.nodes.new('ShaderNodeTexImage')
        uv_node = act_material.nodes.new('ShaderNodeUVMap')
        if (is_new):
            uv_node.uv_map = objekti.data.uv_layers[ind].name
        else:
            uv_node.uv_map = objekti.data.uv_layers[0].name
        act_material.links.new(uv_node.outputs[0], node.inputs[0])
        uv_node.use_custom_color = True
        uv_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])

    node.use_custom_color = True
    node.color = (type['node_color'][0],type['node_color'][1],type['node_color'][2])


    if type['name'] == 'nmap':
        normal_node = act_material.nodes.new('ShaderNodeNormalMap')
        normal_node.use_custom_color = True
        normal_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])

        node.location = -671, -510
        if(tile_list == []):
            uv_node.location = -750, -600
        normal_node.location = -350, -350
        normal_node.name = '3DC_normalnode'

    elif type['name'] == 'displacement':
        disp_node = main_material.nodes.new('ShaderNodeDisplacement')

        node.location = -630, -1160
        disp_node.location = 90, -460
        disp_node.inputs[2].default_value = 0.1
        disp_node.name = '3DC_dispnode'

    node.name = '3DC_' + type['name']
    node.label = type['name']

    if (type['name'] != 'displacement'):
        for input_index in type['find_input']:
            input_color = main_mat.inputs.find(input_index)
            if(input_color != -1):
                break

    if(tile_list == []):
        node.image = bpy.data.images.load(texcoat[type['name']][0])
        if(type['colorspace'] == 'noncolor'):
            node.color_space = 'NONE'

    if (coat3D.createnodes):

        if(type['name'] == 'nmap'):
            act_material.links.new(node.outputs[0], normal_node.inputs[1])
            if(input_color != -1):
                act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])

            act_material.links.new(normal_node.outputs[0], notegroup.inputs[type['input']])
            if (main_mat.inputs[input_color].name == 'Normal' and input_color != -1):
                main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])

        elif (type['name'] == 'displacement'):

            rampnode = act_material.nodes.new('ShaderNodeValToRGB')
            rampnode.name = '3DC_ColorRamp'
            rampnode.use_custom_color = True
            rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
            rampnode.location = -270, -956

            act_material.links.new(node.outputs[0], rampnode.inputs[0])
            act_material.links.new(rampnode.outputs[0], notegroup.inputs[5])

            main_material.links.new(applink_tree.outputs[5], disp_node.inputs[0])
            main_material.links.new(disp_node.outputs[0], out_mat.inputs[2])
            coatMat.cycles.displacement_method = 'BOTH'

        else:

            if(type['name'] == 'color'):
                act_material.links.new(node.outputs[1], notegroup.inputs[8])

            huenode = createExtraNodes(act_material, node, type)

            act_material.links.new(huenode.outputs[0], notegroup.inputs[type['input']])
            if (main_mat.type != 'MIX_SHADER' and input_color != -1):
                main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
            else:
                location = main_mat.location
                #applink_tree.location = main_mat.location[0], main_mat.location[1] + 200

            if(type['name'] == 'emissive'):
                for material in main_material.nodes:
                    if(material.name == '3DC_Emission'):
                        main_material.links.new(applink_tree.outputs[type['input']], material.inputs[0])
                        break
        if(tile_list == []):
            uv_node.location = node.location
            uv_node.location[0] -= 300
            uv_node.location[1] -= 200

    else:
        node.location = type['node_location'][0], type['node_location'][1]
        if (tile_list == []):
            uv_node.location = node.location
            uv_node.location[0] -= 300
        act_material.links.new(node.outputs[0], notegroup.inputs[type['input']])
        if (input_color != -1):
            main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])


def createExtraNodes(act_material, node, type):

    curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
    curvenode.name = '3DC_RGBCurve'
    curvenode.use_custom_color = True
    curvenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])

    if(type['huenode'] == 'yes'):
        huenode = act_material.nodes.new('ShaderNodeHueSaturation')
        huenode.name = '3DC_HueSaturation'
        huenode.use_custom_color = True
        huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
    else:
        huenode = act_material.nodes.new('ShaderNodeMath')
        huenode.name = '3DC_HueSaturation'
        huenode.operation = 'MULTIPLY'
        huenode.use_custom_color = True
        huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])


    if(type['rampnode'] == 'yes'):
        rampnode = act_material.nodes.new('ShaderNodeValToRGB')
        rampnode.name = '3DC_ColorRamp'
        rampnode.use_custom_color = True
        rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])

    if (type['rampnode'] == 'yes'):
        act_material.links.new(node.outputs[0], curvenode.inputs[1])
        act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
        if(type['huenode'] == 'yes'):
            act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
        else:
            act_material.links.new(rampnode.outputs[0], huenode.inputs[0])
    else:
        act_material.links.new(node.outputs[0], curvenode.inputs[1])
        if (type['huenode'] == 'yes'):
            act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
        else:
            act_material.links.new(curvenode.outputs[0], huenode.inputs[0])

    if type['name'] == 'metalness':
        node.location = -1300, 119
        curvenode.location = -1000, 113
        rampnode.location = -670, 115
        huenode.location = -345, 118

    elif type['name'] == 'rough':
        node.location = -1300, -276
        curvenode.location = -1000, -245
        rampnode.location = -670, -200
        huenode.location = -340, -100

    elif type['name'] == 'color':
        node.location = -990, 530
        curvenode.location = -660, 480
        huenode.location = -337, 335

    elif type['name'] == 'emissive':
        node.location = -1200, -900
        curvenode.location = -900, -900
        huenode.location = -340, -700

    return huenode

def matlab(objekti,mat_list,texturelist,is_new):

    ''' FBX Materials: remove all nodes and create princibles node'''
    if(is_new):
        RemoveFbxNodes(objekti)

    '''Main Loop for Texture Update'''

    updatetextures(objekti)
    if(texturelist != []):
        udim_textures = False
        if texturelist[0][0].startswith('100'):
            udim_textures = True

        if(udim_textures == False):

            readtexturefolder(objekti,mat_list,texturelist,is_new, udim_textures)
        else:
            path = texturelist[0][3]
            only_name = os.path.basename(path)
            if(only_name.startswith(objekti.coat3D.applink_index)):
                readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures)


    return('FINISHED')