ShaderNodeIn¶
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class guerilla.ShaderNodeIn¶
- Bases: - guerilla.Node- A ShaderNode input plug, containing information about plug connection to an output, value, type, etc. - 
Desc¶
- The type descriptor of the input Value - Type: - type 
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HideInput¶
- The visibility of the ShaderNodeIn - Type: - bool 
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Plug¶
- The connection to the parent ShaderNodeOut. - Type: - None 
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PlugName¶
- The display name of the ShaderNodeIn - Type: - str 
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Value¶
- The value of the shader node Plug when not connected to a ShadeNodeOut - Type: - [float or table] 
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connect(output)¶
- Connect a shader node output into this input This method connects the given ShaderNodeOut into the ShaderNodeIn.- The input is unexposed if it was exposed, and disconnected if it was connected to another output. This method throws error if the output is not a ShaderNodeOut, if the connection results in a cyclic shading network or if the connected nodes don’t belong to the same parent Shader/ShaderNode. - param output: - the output to plug into this input - type output: - ShaderNodeOut
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disconnect()¶
- Disconnect this input from its output 
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getconnected()¶
- get the connected shader node input or output This method returns the connected plug into this plug. The connected plug may be either- an output if a node output is connected into this plug, or a input if the plug is exposed. Use isexposed to check if the plug is exposed. - LUA{ – enumerate all input connections for input in children (Document, “ShaderNodeIn”, nil, true) do - local connected = input:getconnected () if connected then - if input:isexposed () then
- print (input:getpath () .. ” exposed, connected to ” .. connected:getpath ())
- else
- print (input:getpath () .. ” connected to ” .. connected:getpath ())
 - end - end - end } - return: - the plug connected into this input - rtype: - ShaderNodeOutor- ShaderNodeIn
 
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