forked from LeenkxTeam/LNXSDK
Update leenkx/blender/lnx/material/cycles_nodes/nodes_texture.py
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@ -307,16 +307,16 @@ def parse_tex_noise(node: bpy.types.ShaderNodeTexNoise, out_socket: bpy.types.No
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res = 'tex_noise({0} * {1},{2},{3})'.format(co, scale, detail, distortion)
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res = 'tex_noise({0} * {1},{2},{3})'.format(co, scale, detail, distortion)
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return res
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return res
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if bpy.app.version < (5, 0, 0):
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def parse_tex_pointdensity(node: bpy.types.ShaderNodeTexPointDensity, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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# Pass through
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def parse_tex_pointdensity(node: bpy.types.ShaderNodeTexPointDensity, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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# Color
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# Pass through
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if out_socket == node.outputs[0]:
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return c.to_vec3([0.0, 0.0, 0.0])
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# Color
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# Density
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if out_socket == node.outputs[0]:
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else:
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return c.to_vec3([0.0, 0.0, 0.0])
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return '0.0'
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# Density
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else:
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return '0.0'
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def parse_tex_sky(node: bpy.types.ShaderNodeTexSky, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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def parse_tex_sky(node: bpy.types.ShaderNodeTexSky, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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