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Scratched metal
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Author:
David
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Description
90 into the import section in the Shader Cloud addon.'})">Material ID: 90
Complex scratched metal
Metal
Comments
2 years ago
Alice:
good reflection
2 years ago
Alice:
a little bit confusing
Copy Code
Done
Blender Import Code
import bpy import tempfile import os import requests def get_by_identifier(objs, identifier): for x in objs: if x.identifier == identifier: return x for x in objs: if x.name == identifier: return x mat = bpy.data.materials.new(name="Scratched metal") mat.use_nodes = True mat["shadercloud_id"] = 90 if "Cube" in bpy.data.objects: bpy.data.objects["Cube"].active_material = mat elif bpy.context.object: bpy.context.object.active_material = mat mat.node_tree.nodes.remove(mat.node_tree.nodes[1]) mat.node_tree.nodes.remove(mat.node_tree.nodes[0]) shader_511 = mat.node_tree.nodes.new("ShaderNodeOutputMaterial") shader_511.select = True mat.node_tree.nodes.active = shader_511 shader_512 = mat.node_tree.nodes.new("ShaderNodeBump") shader_512.select = True shader_512.invert = 1 shader_513 = mat.node_tree.nodes.new("ShaderNodeBsdfPrincipled") shader_513.select = True get_by_identifier(shader_513.inputs, "Metallic").default_value = 1 get_by_identifier(shader_513.inputs, "Specular").default_value = 1 get_by_identifier(shader_513.inputs, "Roughness").default_value = 0.1 get_by_identifier(shader_513.inputs, "Emission Strength").default_value = 1 get_by_identifier(shader_513.inputs, "Alpha").default_value = 1 shader_514 = mat.node_tree.nodes.new("ShaderNodeMapping") shader_514.select = True get_by_identifier(shader_514.inputs, "Scale").default_value = (1,1,1) shader_515 = mat.node_tree.nodes.new("ShaderNodeSeparateXYZ") shader_515.select = True shader_516 = mat.node_tree.nodes.new("ShaderNodeCombineXYZ") shader_516.select = True shader_517 = mat.node_tree.nodes.new("ShaderNodeMapping") shader_517.select = True get_by_identifier(shader_517.inputs, "Scale").default_value = (1,1,1) shader_518 = mat.node_tree.nodes.new("ShaderNodeTexCoord") shader_518.select = True shader_519 = mat.node_tree.nodes.new("ShaderNodeTexMusgrave") shader_519.select = True get_by_identifier(shader_519.inputs, "Scale").default_value = 7 get_by_identifier(shader_519.inputs, "Detail").default_value = 16 get_by_identifier(shader_519.inputs, "Dimension").default_value = 0.4 get_by_identifier(shader_519.inputs, "Lacunarity").default_value = 1.3 shader_520 = mat.node_tree.nodes.new("ShaderNodeValToRGB") shader_520.select = True shader_520.color_ramp.interpolation = "LINEAR" shader_520.color_ramp.elements.remove(shader_520.color_ramp.elements[0]) shader_520_el0 = shader_520.color_ramp.elements.new(0.956522) shader_520_el0.color = (0,0,0,1) shader_520.color_ramp.elements.remove(shader_520.color_ramp.elements[1]) shader_520_el1 = shader_520.color_ramp.elements.new(1) shader_520_el1.color = (1,1,1,1) shader_521 = mat.node_tree.nodes.new("ShaderNodeTexWave") shader_521.select = True shader_521.bands_direction = "DIAGONAL" shader_521.rings_direction = "SPHERICAL" get_by_identifier(shader_521.inputs, "Scale").default_value = 2.5 get_by_identifier(shader_521.inputs, "Detail").default_value = 0 get_by_identifier(shader_521.inputs, "Phase Offset").default_value = 1.5708 shader_522 = mat.node_tree.nodes.new("ShaderNodeMapping") shader_522.select = True get_by_identifier(shader_522.inputs, "Rotation").default_value = (0,1.0472,0) get_by_identifier(shader_522.inputs, "Scale").default_value = (1,1,1) shader_523 = mat.node_tree.nodes.new("ShaderNodeTexWave") shader_523.select = True shader_523.bands_direction = "DIAGONAL" shader_523.rings_direction = "SPHERICAL" get_by_identifier(shader_523.inputs, "Scale").default_value = 2.5 get_by_identifier(shader_523.inputs, "Detail").default_value = 0 get_by_identifier(shader_523.inputs, "Phase Offset").default_value = 1.5708 shader_524 = mat.node_tree.nodes.new("ShaderNodeSeparateXYZ") shader_524.select = True shader_525 = mat.node_tree.nodes.new("ShaderNodeMapping") shader_525.select = True get_by_identifier(shader_525.inputs, "Scale").default_value = (1,1,1) shader_526 = mat.node_tree.nodes.new("ShaderNodeTexMusgrave") shader_526.select = True get_by_identifier(shader_526.inputs, "Scale").default_value = 7 get_by_identifier(shader_526.inputs, "Detail").default_value = 16 get_by_identifier(shader_526.inputs, "Dimension").default_value = 0.4 get_by_identifier(shader_526.inputs, "Lacunarity").default_value = 1.3 shader_527 = mat.node_tree.nodes.new("ShaderNodeCombineXYZ") shader_527.select = True shader_528 = mat.node_tree.nodes.new("ShaderNodeTexCoord") shader_528.select = True shader_529 = mat.node_tree.nodes.new("ShaderNodeValToRGB") shader_529.select = True shader_529.color_ramp.interpolation = "LINEAR" shader_529.color_ramp.elements.remove(shader_529.color_ramp.elements[0]) shader_529_el0 = shader_529.color_ramp.elements.new(0.956522) shader_529_el0.color = (0,0,0,1) shader_529.color_ramp.elements.remove(shader_529.color_ramp.elements[1]) shader_529_el1 = shader_529.color_ramp.elements.new(1) shader_529_el1.color = (1,1,1,1) shader_530 = mat.node_tree.nodes.new("ShaderNodeMixRGB") shader_530.select = True shader_530.blend_type = "ADD" get_by_identifier(shader_530.inputs, "Fac").default_value = 1 shader_531 = mat.node_tree.nodes.new("ShaderNodeMixRGB") shader_531.select = True shader_531.blend_type = "ADD" get_by_identifier(shader_531.inputs, "Fac").default_value = 1 shader_532 = mat.node_tree.nodes.new("ShaderNodeMixRGB") shader_532.select = True shader_532.blend_type = "ADD" get_by_identifier(shader_532.inputs, "Fac").default_value = 1 shader_533 = mat.node_tree.nodes.new("ShaderNodeSeparateXYZ") shader_533.select = True shader_534 = mat.node_tree.nodes.new("ShaderNodeCombineXYZ") shader_534.select = True shader_535 = mat.node_tree.nodes.new("ShaderNodeMapping") shader_535.select = True get_by_identifier(shader_535.inputs, "Scale").default_value = (1,1,1) shader_536 = mat.node_tree.nodes.new("ShaderNodeTexCoord") shader_536.select = True shader_537 = mat.node_tree.nodes.new("ShaderNodeTexMusgrave") shader_537.select = True get_by_identifier(shader_537.inputs, "Scale").default_value = 7 get_by_identifier(shader_537.inputs, "Detail").default_value = 16 get_by_identifier(shader_537.inputs, "Dimension").default_value = 0.4 get_by_identifier(shader_537.inputs, "Lacunarity").default_value = 1.3 shader_538 = mat.node_tree.nodes.new("ShaderNodeTexWave") shader_538.select = True shader_538.bands_direction = "DIAGONAL" shader_538.rings_direction = "SPHERICAL" get_by_identifier(shader_538.inputs, "Scale").default_value = 2.5 get_by_identifier(shader_538.inputs, "Detail").default_value = 0 get_by_identifier(shader_538.inputs, "Phase Offset").default_value = 1.5708 shader_539 = mat.node_tree.nodes.new("ShaderNodeValToRGB") shader_539.select = True shader_539.color_ramp.interpolation = "LINEAR" shader_539.color_ramp.elements.remove(shader_539.color_ramp.elements[0]) shader_539_el0 = shader_539.color_ramp.elements.new(0.956522) shader_539_el0.color = (0,0,0,1) shader_539.color_ramp.elements.remove(shader_539.color_ramp.elements[1]) shader_539_el1 = shader_539.color_ramp.elements.new(1) shader_539_el1.color = (0.119087,0.119087,0.119087,1) shader_540 = mat.node_tree.nodes.new("ShaderNodeMapping") shader_540.select = True get_by_identifier(shader_540.inputs, "Rotation").default_value = (0,-0.593412,0) get_by_identifier(shader_540.inputs, "Scale").default_value = (1,1,1) shader_541 = mat.node_tree.nodes.new("ShaderNodeMapping") shader_541.select = True get_by_identifier(shader_541.inputs, "Rotation").default_value = (0,2.03331,0) get_by_identifier(shader_541.inputs, "Scale").default_value = (1,1,1) shader_542 = mat.node_tree.nodes.new("ShaderNodeTexWave") shader_542.select = True shader_542.bands_direction = "DIAGONAL" shader_542.rings_direction = "SPHERICAL" get_by_identifier(shader_542.inputs, "Scale").default_value = 2.5 get_by_identifier(shader_542.inputs, "Detail").default_value = 0 get_by_identifier(shader_542.inputs, "Phase Offset").default_value = 1.5708 shader_543 = mat.node_tree.nodes.new("ShaderNodeSeparateXYZ") shader_543.select = True shader_544 = mat.node_tree.nodes.new("ShaderNodeMapping") shader_544.select = True get_by_identifier(shader_544.inputs, "Scale").default_value = (1,1,1) shader_545 = mat.node_tree.nodes.new("ShaderNodeTexMusgrave") shader_545.select = True get_by_identifier(shader_545.inputs, "Scale").default_value = 7 get_by_identifier(shader_545.inputs, "Detail").default_value = 16 get_by_identifier(shader_545.inputs, "Dimension").default_value = 0.4 get_by_identifier(shader_545.inputs, "Lacunarity").default_value = 1.3 shader_546 = mat.node_tree.nodes.new("ShaderNodeCombineXYZ") shader_546.select = True shader_547 = mat.node_tree.nodes.new("ShaderNodeTexCoord") shader_547.select = True shader_548 = mat.node_tree.nodes.new("ShaderNodeValToRGB") shader_548.select = True shader_548.color_ramp.interpolation = "LINEAR" shader_548.color_ramp.elements.remove(shader_548.color_ramp.elements[0]) shader_548_el0 = shader_548.color_ramp.elements.new(0.956522) shader_548_el0.color = (0,0,0,1) shader_548.color_ramp.elements.remove(shader_548.color_ramp.elements[1]) shader_548_el1 = shader_548.color_ramp.elements.new(1) shader_548_el1.color = (0.0397009,0.0397009,0.0397009,1) shader_512.location = (-300,0) mat.node_tree.links.new(get_by_identifier(shader_512.outputs, "Normal"), get_by_identifier(shader_513.inputs, "Normal")) shader_513.location = (-600,0) mat.node_tree.links.new(get_by_identifier(shader_513.outputs, "BSDF"), get_by_identifier(shader_511.inputs, "Surface")) shader_514.location = (-900,0) mat.node_tree.links.new(get_by_identifier(shader_514.outputs, "Vector"), get_by_identifier(shader_521.inputs, "Vector")) shader_515.location = (-1200,0) mat.node_tree.links.new(get_by_identifier(shader_515.outputs, "X"), get_by_identifier(shader_516.inputs, "X")) mat.node_tree.links.new(get_by_identifier(shader_515.outputs, "Z"), get_by_identifier(shader_516.inputs, "Z")) shader_516.location = (-1500,0) mat.node_tree.links.new(get_by_identifier(shader_516.outputs, "Vector"), get_by_identifier(shader_519.inputs, "Vector")) shader_517.location = (-1800,0) mat.node_tree.links.new(get_by_identifier(shader_517.outputs, "Vector"), get_by_identifier(shader_515.inputs, "Vector")) shader_518.location = (-2100,0) mat.node_tree.links.new(get_by_identifier(shader_518.outputs, "Object"), get_by_identifier(shader_514.inputs, "Vector")) mat.node_tree.links.new(get_by_identifier(shader_518.outputs, "Object"), get_by_identifier(shader_517.inputs, "Vector")) shader_519.location = (-2400,0) mat.node_tree.links.new(get_by_identifier(shader_519.outputs, "Fac"), get_by_identifier(shader_520.inputs, "Fac")) shader_520.location = (-2700,0) mat.node_tree.links.new(get_by_identifier(shader_520.outputs, "Color"), get_by_identifier(shader_531.inputs, "Color1")) shader_521.location = (-3000,0) mat.node_tree.links.new(get_by_identifier(shader_521.outputs, "Fac"), get_by_identifier(shader_516.inputs, "Y")) shader_522.location = (-3300,0) mat.node_tree.links.new(get_by_identifier(shader_522.outputs, "Vector"), get_by_identifier(shader_523.inputs, "Vector")) shader_523.location = (-3600,0) mat.node_tree.links.new(get_by_identifier(shader_523.outputs, "Color"), get_by_identifier(shader_527.inputs, "Y")) shader_524.location = (-3900,0) mat.node_tree.links.new(get_by_identifier(shader_524.outputs, "X"), get_by_identifier(shader_527.inputs, "X")) mat.node_tree.links.new(get_by_identifier(shader_524.outputs, "Z"), get_by_identifier(shader_527.inputs, "Z")) shader_525.location = (-4200,0) mat.node_tree.links.new(get_by_identifier(shader_525.outputs, "Vector"), get_by_identifier(shader_524.inputs, "Vector")) shader_526.location = (-4500,0) mat.node_tree.links.new(get_by_identifier(shader_526.outputs, "Fac"), get_by_identifier(shader_529.inputs, "Fac")) shader_527.location = (-4800,0) mat.node_tree.links.new(get_by_identifier(shader_527.outputs, "Vector"), get_by_identifier(shader_526.inputs, "Vector")) shader_528.location = (-5100,0) mat.node_tree.links.new(get_by_identifier(shader_528.outputs, "Object"), get_by_identifier(shader_522.inputs, "Vector")) mat.node_tree.links.new(get_by_identifier(shader_528.outputs, "Object"), get_by_identifier(shader_525.inputs, "Vector")) shader_529.location = (-5400,0) mat.node_tree.links.new(get_by_identifier(shader_529.outputs, "Color"), get_by_identifier(shader_531.inputs, "Color2")) shader_530.location = (-5700,0) mat.node_tree.links.new(get_by_identifier(shader_530.outputs, "Color"), get_by_identifier(shader_512.inputs, "Height")) shader_531.location = (-6000,0) mat.node_tree.links.new(get_by_identifier(shader_531.outputs, "Color"), get_by_identifier(shader_530.inputs, "Color1")) shader_532.location = (-6300,0) mat.node_tree.links.new(get_by_identifier(shader_532.outputs, "Color"), get_by_identifier(shader_530.inputs, "Color2")) shader_533.location = (-6600,0) mat.node_tree.links.new(get_by_identifier(shader_533.outputs, "X"), get_by_identifier(shader_534.inputs, "X")) mat.node_tree.links.new(get_by_identifier(shader_533.outputs, "Z"), get_by_identifier(shader_534.inputs, "Z")) shader_534.location = (-6900,0) mat.node_tree.links.new(get_by_identifier(shader_534.outputs, "Vector"), get_by_identifier(shader_537.inputs, "Vector")) shader_535.location = (-7200,0) mat.node_tree.links.new(get_by_identifier(shader_535.outputs, "Vector"), get_by_identifier(shader_533.inputs, "Vector")) shader_536.location = (-7500,0) mat.node_tree.links.new(get_by_identifier(shader_536.outputs, "Object"), get_by_identifier(shader_540.inputs, "Vector")) mat.node_tree.links.new(get_by_identifier(shader_536.outputs, "Object"), get_by_identifier(shader_535.inputs, "Vector")) shader_537.location = (-7800,0) mat.node_tree.links.new(get_by_identifier(shader_537.outputs, "Fac"), get_by_identifier(shader_539.inputs, "Fac")) shader_538.location = (-8100,0) mat.node_tree.links.new(get_by_identifier(shader_538.outputs, "Fac"), get_by_identifier(shader_534.inputs, "Y")) shader_539.location = (-8400,0) mat.node_tree.links.new(get_by_identifier(shader_539.outputs, "Color"), get_by_identifier(shader_532.inputs, "Color1")) shader_540.location = (-8700,0) mat.node_tree.links.new(get_by_identifier(shader_540.outputs, "Vector"), get_by_identifier(shader_538.inputs, "Vector")) shader_541.location = (-9000,0) mat.node_tree.links.new(get_by_identifier(shader_541.outputs, "Vector"), get_by_identifier(shader_542.inputs, "Vector")) shader_542.location = (-9300,0) mat.node_tree.links.new(get_by_identifier(shader_542.outputs, "Color"), get_by_identifier(shader_546.inputs, "Y")) shader_543.location = (-9600,0) mat.node_tree.links.new(get_by_identifier(shader_543.outputs, "X"), get_by_identifier(shader_546.inputs, "X")) mat.node_tree.links.new(get_by_identifier(shader_543.outputs, "Z"), get_by_identifier(shader_546.inputs, "Z")) shader_544.location = (-9900,0) mat.node_tree.links.new(get_by_identifier(shader_544.outputs, "Vector"), get_by_identifier(shader_543.inputs, "Vector")) shader_545.location = (-10200,0) mat.node_tree.links.new(get_by_identifier(shader_545.outputs, "Fac"), get_by_identifier(shader_548.inputs, "Fac")) shader_546.location = (-10500,0) mat.node_tree.links.new(get_by_identifier(shader_546.outputs, "Vector"), get_by_identifier(shader_545.inputs, "Vector")) shader_547.location = (-10800,0) mat.node_tree.links.new(get_by_identifier(shader_547.outputs, "Object"), get_by_identifier(shader_541.inputs, "Vector")) mat.node_tree.links.new(get_by_identifier(shader_547.outputs, "Object"), get_by_identifier(shader_544.inputs, "Vector")) shader_548.location = (-11100,0) mat.node_tree.links.new(get_by_identifier(shader_548.outputs, "Color"), get_by_identifier(shader_532.inputs, "Color2"))
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