diff --git a/archimesh/achm_books_maker.py b/archimesh/achm_books_maker.py index 890a695243fa695971147efaba6628269b7c06f8..1c78f8b7be7112ac2369f35bd9f1dc834e171b25 100644 --- a/archimesh/achm_books_maker.py +++ b/archimesh/achm_books_maker.py @@ -369,7 +369,7 @@ def create_book(objname, sx, sy, sz, px, py, pz, mat, frx, # --------------------------------- # Materials and UV Maps # --------------------------------- - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': rgb = objcol # External mat = create_diffuse_material(objname + "_material", True, diff --git a/archimesh/achm_curtain_maker.py b/archimesh/achm_curtain_maker.py index dcb5dadc0ebdbf0eb5df2485f5f2e44c57e1dd67..c02d821432ab9fc16ed09758566491c2cb48d496 100644 --- a/archimesh/achm_curtain_maker.py +++ b/archimesh/achm_curtain_maker.py @@ -490,7 +490,7 @@ def create_japan_rail(objname, sx, ways, px, py, pz, mat): # --------------------------------- # Materials # --------------------------------- - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': # External mat = create_diffuse_material(objname + "_material", False, 0.8, 0.8, 0.8, 0.6, 0.6, 0.6, 0.15) set_material(myobject, mat) @@ -537,7 +537,7 @@ def create_japan_support(objname, sx, px, py, pz, mat): # --------------------------------- # Materials # --------------------------------- - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': # External mat = create_diffuse_material(objname + "_material", False, 0.8, 0.8, 0.8, 0.6, 0.6, 0.6, 0.15) set_material(myobject, mat) @@ -578,7 +578,7 @@ def create_japan_panel(objname, sx, sz, px, py, pz, mat, fabricmat): # --------------------------------- # Materials # --------------------------------- - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': unwrap_mesh(myobject, True) # remap UV to use all texture for uv_loop in myobject.data.uv_layers.active.data: @@ -781,7 +781,7 @@ def create_roller_rail(objname, width, radio, px, py, pz, mat, mymaterial): myroll.location.z = pz # Materials - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': set_material(myroll, mymaterial) # Smooth @@ -825,7 +825,7 @@ def create_roller_sides(myroller, side, px, py, pz, mat, plastic): myside.parent = myroller # Materials - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': set_material(myside, plastic) # Smooth diff --git a/archimesh/achm_kitchen_maker.py b/archimesh/achm_kitchen_maker.py index 3cbfe02ac51dc4cc6a28ba37b9d8e59ecfc60b5c..f9d981808771127e1dd6d312f5dba282231d3f5d 100644 --- a/archimesh/achm_kitchen_maker.py +++ b/archimesh/achm_kitchen_maker.py @@ -1056,7 +1056,7 @@ def create_baseboard(objname, sx, sy, sz, mat, bl, br, depth, doortype, gap): mymesh.update(calc_edges=True) # Material - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': mat = create_diffuse_material("Baseboard_material", False, 0.8, 0.8, 0.8) set_material(mybaseboard, mat) @@ -1124,7 +1124,7 @@ def create_countertop(objname, sx, sy, sz, over, mat, doortype, depth, edge): mymesh.update(calc_edges=True) # Material - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': mat = create_diffuse_material("countertop_material", False, 0, 0, 0, 0.2, 0.2, 0.2, 0.15) set_material(mycountertop, mat) @@ -1238,7 +1238,7 @@ def create_door(type_cabinet, objname, thickness, sx, sz, doortype, gf, mat, han create_handle(handle_model, mydoor, thickness, hpos, mat, handle_x, handle_z) - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': # Door material mat = create_diffuse_material("Door_material", False, 0.8, 0.8, 0.8, 0.279, 0.337, 0.6, 0.2) set_material(mydoor, mat) @@ -1324,7 +1324,7 @@ def create_drawer(objname, thickness, sx, sy, sz, mat, handle, handle_model, han create_handle(model, mydrawer, thickness, "TM", mat, 0, handle_z) # always in the top area/middle # Material - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': mat = create_diffuse_material("Drawer_material", False, 0.8, 0.8, 0.8, 0.6, 0.6, 0.6, 0.2) set_material(mydrawer, mat) @@ -1447,7 +1447,7 @@ def create_handle(model, mydoor, thickness, handle_position, mat, handle_x, hand # parent myhandle.parent = mydoor # Materials - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': mat = create_glossy_material("Handle_material", False, 0.733, 0.779, 0.8, 0.733, 0.779, 0.8, 0.02) set_material(myhandle, mat) diff --git a/archimesh/achm_lamp_maker.py b/archimesh/achm_lamp_maker.py index 0a250bb299c91d8a2029b4166775c69e0a66f01d..a6b154356a85f9a88abbda1ef5486453f7da87c2 100644 --- a/archimesh/achm_lamp_maker.py +++ b/archimesh/achm_lamp_maker.py @@ -543,7 +543,7 @@ def create_lamp_base(objname, height, px, py, pz, segments, rings, radios, ratio mycylinder.location.y = py mycylinder.location.z = pz # Materials - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': rgb = objcol mymat = create_diffuse_material(mycylinder.name + "_material", True, rgb[0], rgb[1], rgb[2], rgb[0], rgb[1], rgb[2], 0.1) @@ -581,7 +581,7 @@ def create_lampholder(objname, height, px, py, pz, mat): mycylinder.location.z = pz # Materials - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': mat = create_diffuse_material(mycylinder.name + "_material", True, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8, 0.1) set_material(mycylinder, mat) @@ -627,7 +627,7 @@ def create_lampholder_strings(objname, height, px, py, pz, radio, shadeh, mat): box2.location = (-0.021, 0, height + 0.004) # Materials - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': mat = create_diffuse_material(mycylinder.name + "_material", True, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8, 0.1) set_material(mycylinder, mat) set_material(box1, mat) @@ -673,7 +673,7 @@ def create_lampshade(objname, height, px, py, pz, segments, radio1, radio2, plea mycylinder.location.y = py mycylinder.location.z = pz # materials - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': mymat = create_translucent_material(mycylinder.name + "_material", True, 0.8, 0.65, 0.45, 0.8, 0.65, 0.45, opacity) set_material(mycylinder, mymat) diff --git a/archimesh/achm_window_maker.py b/archimesh/achm_window_maker.py index fa8bf3908034f7139ccd522138f2729e8007e7c0..5095f47ef3450d4ac596410dae2a7c20b2c27d26 100644 --- a/archimesh/achm_window_maker.py +++ b/archimesh/achm_window_maker.py @@ -906,7 +906,7 @@ def create_rail_window_frame(mywindow, mymesh, sx, sy, sz, frame, mat, matdata, mymesh.from_pydata(myvertex, [], myfaces) mymesh.update(calc_edges=True) - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': set_material(mywindow, matdata) # -------------- # Blind Box @@ -919,7 +919,7 @@ def create_rail_window_frame(mywindow, mymesh, sx, sy, sz, frame, mat, matdata, mybox.location.x = 0 mybox.location.y = -blind_back - sy mybox.location.z = sz - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': set_material(mybox, matdata) # Lock mybox.lock_location = (True, True, True) @@ -1030,7 +1030,7 @@ def create_leaf_window_frame(mywindow, mymesh, sx, sy, sz, frame, frame_l, leafr mymesh.from_pydata(myvertex, [], myfaces) mymesh.update(calc_edges=True) - if mat is True: + if mat and bpy.context.scene.render.engine == 'CYCLES': set_material(mywindow, matdata) # -------------- @@ -1044,7 +1044,7 @@ def create_leaf_window_frame(mywindow, mymesh, sx, sy, sz, frame, frame_l, leafr mybox.location.x = 0 mybox.location.y = -blind_back - sy mybox.location.z = sz - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': set_material(mybox, matdata) # Lock mybox.lock_location = (True, True, True) @@ -1226,7 +1226,7 @@ def create_rail_window_leaf(objname, hand, sx, sy, sz, f, px, py, pz, mat, matda else: myhandle.location.z = 1 - if mat is True and bpy.context.scene.render.engine == 'CYCLES': + if mat and bpy.context.scene.render.engine == 'CYCLES': set_material(mywindow, matdata) # Glass glass = create_glass_material("Glass_material", False) @@ -1338,7 +1338,7 @@ def create_leaf_window_leaf(objname, hand, sx, sy, sz, f, px, py, pz, mat, matda set_smooth(myhandle) set_modifier_subsurf(myhandle) - if mat is True: + if mat and bpy.context.scene.render.engine == 'CYCLES': set_material(mywindow, matdata) # Glass glass = create_glass_material("Glass_material", False) @@ -1765,7 +1765,7 @@ def create_leaf_handle(objname, mat): mesh.update(calc_edges=True) # Create materials - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': alumat = create_glossy_material("Handle_material", False, 0.733, 0.779, 0.8) set_material(myobject, alumat) @@ -2106,7 +2106,7 @@ def create_rail_handle(objname, mat): mesh.update(calc_edges=True) # Create materials - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': plastic = create_diffuse_material("Plastic_Handle_material", False, 0.01, 0.01, 0.01, 0.082, 0.079, 0.02, 0.01) set_material(myobject, plastic) @@ -2143,7 +2143,7 @@ def create_sill(objname, x, y, z, mat): mesh.from_pydata(myvertex, [], myfaces) mesh.update(calc_edges=True) - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': mymat = create_diffuse_material("Sill_material", False, 0.8, 0.8, 0.8) set_material(myobject, mymat) @@ -2241,7 +2241,7 @@ def create_blind_rail(objname, sx, sz, px, py, pz, mat, matdata, blind_rail): mymesh.from_pydata(myvertex, [], myfaces) mymesh.update(calc_edges=True) - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': set_material(myblind, matdata) return myblind @@ -2305,7 +2305,7 @@ def create_blind(objname, sx, sz, px, py, pz, mat, blind_ratio): myblind.lock_location = (True, True, False) # only Z axis - if mat: + if mat and bpy.context.scene.render.engine == 'CYCLES': mat = create_diffuse_material("Blind_plastic_material", False, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8, 0.15) set_material(myblind, mat)