diff --git a/release/scripts/op/io_scene_obj/import_obj.py b/release/scripts/op/io_scene_obj/import_obj.py index 73b5484ff3a..a5605d23cb3 100644 --- a/release/scripts/op/io_scene_obj/import_obj.py +++ b/release/scripts/op/io_scene_obj/import_obj.py @@ -298,32 +298,52 @@ def create_materials(filepath, material_libs, unique_materials, unique_material_ # Image has alpha # XXX bitmask won't work? - blender_material.add_texture(texture, 'UV', {'COLOR', 'ALPHA'}) + mtex = blender_material.texture_slots.add() + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_color_diffuse = True + mtex.use_map_alpha = True + texture.mipmap = True texture.interpolation = True texture.use_alpha = True blender_material.use_transparency = True blender_material.alpha = 0.0 else: - blender_material.add_texture(texture, 'UV', 'COLOR') + mtex = blender_material.texture_slots.add() + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_color_diffuse = True # adds textures to faces (Textured/Alt-Z mode) # Only apply the diffuse texture to the face if the image has not been set with the inline usemat func. unique_material_images[context_material_name]= image, has_data # set the texface image elif type == 'Ka': - blender_material.add_texture(texture, 'UV', 'AMBIENT') + mtex = blender_material.texture_slots.add() + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_ambient = True # blender_material.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API elif type == 'Ks': - blender_material.add_texture(texture, 'UV', 'SPECULARITY') -# blender_material.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC) + mtex = blender_material.texture_slots.add() + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_specular = True +# blender_material.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC) elif type == 'Bump': - blender_material.add_texture(texture, 'UV', 'NORMAL') + mtex = blender_material.texture_slots.add() + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_normal = True # blender_material.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR) elif type == 'D': - blender_material.add_texture(texture, 'UV', 'ALPHA') + mtex = blender_material.texture_slots.add() + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_alpha = True blender_material.z_transparency = True blender_material.alpha = 0.0 # blender_material.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA) @@ -332,7 +352,10 @@ def create_materials(filepath, material_libs, unique_materials, unique_material_ # Todo, unset deffuse material alpha if it has an alpha channel elif type == 'refl': - blender_material.add_texture(texture, 'UV', 'REFLECTION') + mtex = blender_material.texture_slots.add() + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_reflect = True # blender_material.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF)