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authorAntonioya <blendergit@gmail.com>2016-10-19 19:39:27 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-10-24 13:35:49 +0300
commitfab37f574535b73aed39d86e2749fa169f0775c2 (patch)
treeb963e59063f0dd45468421e232c1d5752bca4788
parent0509ef6d8eff45042db7fb965f95b2f816ceffb4 (diff)
Fix T49785: Archimesh crash if create material using BI render
In some situations the program creates materials for Cycles when the BI render was selected.
-rw-r--r--archimesh/achm_books_maker.py2
-rw-r--r--archimesh/achm_curtain_maker.py10
-rw-r--r--archimesh/achm_kitchen_maker.py10
-rw-r--r--archimesh/achm_lamp_maker.py8
-rw-r--r--archimesh/achm_window_maker.py22
5 files changed, 26 insertions, 26 deletions
diff --git a/archimesh/achm_books_maker.py b/archimesh/achm_books_maker.py
index 890a6952..1c78f8b7 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 dcb5dadc..c02d8214 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 3cbfe02a..f9d98180 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 0a250bb2..a6b15435 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 fa8bf390..5095f47e 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)