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authorMiguel Porces <cmporces>2019-03-16 20:48:22 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-03-16 22:36:35 +0300
commit9e152f919f2f86cbe3530c6adc34373ebc703904 (patch)
treee3434b83601c03e659b4a1bfd4ae5027f58fa3f5 /source/blender/blenkernel/intern/material.c
parent5797a5fc65c87b69460d910a82d219b5e3ea12ad (diff)
Python API: add Python-defined node groups for shaders and compositing.
This was already supported for Cycles shader nodes, but now also works for Eevee and compositing nodes. Instead of a generic NodeCustomGroup, now there is ShaderNodeCustomGroup and CompositorNodeCustomGroup that can be subclassed and registered. Differential Revision: https://developer.blender.org/D4370
Diffstat (limited to 'source/blender/blenkernel/intern/material.c')
-rw-r--r--source/blender/blenkernel/intern/material.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 90b25e8fd49..88a96ff098e 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -1038,7 +1038,7 @@ static int count_texture_nodes_recursive(bNodeTree *nodetree)
if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id) {
tex_nodes++;
}
- else if (node->type == NODE_GROUP && node->id) {
+ else if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && node->id) {
/* recurse into the node group and see if it contains any textures */
tex_nodes += count_texture_nodes_recursive((bNodeTree *)node->id);
}
@@ -1073,7 +1073,7 @@ static void fill_texpaint_slots_recursive(bNodeTree *nodetree, bNode *active_nod
}
(*index)++;
}
- else if (node->type == NODE_GROUP && node->id) {
+ else if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_GROUP) && node->id) {
/* recurse into the node group and see if it contains any textures */
fill_texpaint_slots_recursive((bNodeTree *)node->id, active_node, ma, index);
}