14 January 2021
This is how to create a new material, add a shader, create a new object and assign the material to the object in Blender using Python.
First, create a new material. The function takes a string as the name for the new material.
import bpy
def newMaterial(id):
mat = bpy.data.materials.get(id)
if mat is None:
mat = bpy.data.materials.new(name=id)
mat.use_nodes = True
if mat.node_tree:
mat.node_tree.links.clear()
mat.node_tree.nodes.clear()
return mat
Then add a shader to the material. Input the type of shader (i.e. diffuse, emission, glossy) and the rgb colour.
def newShader(id, type, r, g, b):
mat = newMaterial(id)
nodes = mat.node_tree.nodes
links = mat.node_tree.links
output = nodes.new(type='ShaderNodeOutputMaterial')
if type == "diffuse":
shader = nodes.new(type='ShaderNodeBsdfDiffuse')
nodes["Diffuse BSDF"].inputs[0].default_value = (r, g, b, 1)
elif type == "emission":
shader = nodes.new(type='ShaderNodeEmission')
nodes["Emission"].inputs[0].default_value = (r, g, b, 1)
nodes["Emission"].inputs[1].default_value = 1
elif type == "glossy":
shader = nodes.new(type='ShaderNodeBsdfGlossy')
nodes["Glossy BSDF"].inputs[0].default_value = (r, g, b, 1)
nodes["Glossy BSDF"].inputs[1].default_value = 0
links.new(shader.outputs[0], output.inputs[0])
return mat
Then create the object, assign the material and call the function.
def drawObject():
mat = newShader("Shader1", "diffuse", 1, 1, 1)
bpy.ops.mesh.primitive_cube_add(size=2, align='WORLD', location=(0, 0, 0))
bpy.context.active_object.data.materials.append(mat)
drawObject()
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