wgt01: wire MAT_wgt01_* materials into blend
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"""Create/refresh MAT_wgt01_* materials in wgt01.blend (run headless)."""
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import bpy, os
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SLOTS = ["cobble", "worn", "plaza", "sidewlk", "wall", "bridge", "gutter", "water"]
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BASE = os.path.dirname(bpy.data.filepath)
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for slot in SLOTS:
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name = f"MAT_wgt01_{slot}"
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mat = bpy.data.materials.get(name) or bpy.data.materials.new(name)
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mat.use_nodes = True
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nt = mat.node_tree; nt.nodes.clear()
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out = nt.nodes.new("ShaderNodeOutputMaterial")
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bsdf = nt.nodes.new("ShaderNodeBsdfPrincipled")
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nt.links.new(bsdf.outputs["BSDF"], out.inputs["Surface"])
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d = os.path.join(BASE, "textures", f"wgt01_{slot}_d.tga")
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img = bpy.data.images.load(d, check_existing=True)
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img.filepath = f"//textures/wgt01_{slot}_d.tga"
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tex = nt.nodes.new("ShaderNodeTexImage"); tex.image = img
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nt.links.new(tex.outputs["Color"], bsdf.inputs["Base Color"])
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n = os.path.join(BASE, "textures", f"wgt01_{slot}_n.tga")
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if os.path.exists(n):
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nimg = bpy.data.images.load(n, check_existing=True)
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nimg.filepath = f"//textures/wgt01_{slot}_n.tga"; nimg.colorspace_settings.name = "Non-Color"
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ntex = nt.nodes.new("ShaderNodeTexImage"); ntex.image = nimg
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nmap = nt.nodes.new("ShaderNodeNormalMap")
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nt.links.new(ntex.outputs["Color"], nmap.inputs["Color"])
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nt.links.new(nmap.outputs["Normal"], bsdf.inputs["Normal"])
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# wet look: low roughness on ground slots
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bsdf.inputs["Roughness"].default_value = 0.35 if slot in ("cobble", "gutter", "water") else 0.6
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bpy.ops.wm.save_mainfile()
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print("WIRED:", ", ".join(f"MAT_wgt01_{s}" for s in SLOTS))
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