import bpy from bpy.types import Scene, PropertyGroup, Object, Material, TextureNode, Context from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty from bpy.utils import register_class def register_properties(): #happy with how compressed this get_texture_node_list method is - @989onan def get_texture_node_list(self: Material, context: Context) -> list[set[3]]: if self.use_nodes: Object.Enum = [(i.name+"_image",(i.image.name if i.image else "node with no image..."),i.name,index+1) for index,i in enumerate(self.node_tree.nodes) if i.bl_idname == "ShaderNodeTexImage"] if not len(Object.Enum): Object.Enum = [("ERROR", "THIS MATERIAL HAS NO IMAGES!", "ERROR", 0)] else: Object.Enum = [("ERROR", "THIS MATERIAL DOES NOT USE NODES!", "ERROR", 0)] Object.Enum.append(("None", "None", "None", 0)) return Object.Enum Material.texture_atlas_normal = EnumProperty(name="Normal", description="The texture that will be used for the normal map atlas", default=0, items=get_texture_node_list) Material.texture_atlas_albedo = EnumProperty(name="Albedo", description="The texture that will be used for the albedo map atlas", default=0, items=get_texture_node_list) Material.texture_atlas_emission = EnumProperty(name="Emission", description="The texture that will be used for the emission map atlas", default=0, items=get_texture_node_list) Material.texture_atlas_ambient_occlusion = EnumProperty(name="Ambient Occlusion", description="The texture that will be used for the ambient occlusion map atlas", default=0, items=get_texture_node_list) Material.texture_atlas_height = EnumProperty(name="Height", description="The texture that will be used for the height map atlas", default=0, items=get_texture_node_list) Scene.texture_atlas_material_index = IntProperty()#default=-1, get=(lambda self : -1), set=(lambda self,context : None) #class Texture_Atlas_PropertyGroup(PropertyGroup): # materials: CollectionProperty(type=Material) #register_class(Texture_Atlas_PropertyGroup) #Scene.texture_atlas_properties = PointerProperty(type=Texture_Atlas_PropertyGroup)