ShaderNodeIn

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
HideInput

The visibility of the ShaderNodeIn

Type:bool
Plug

The connection to the parent ShaderNodeOut.

Type:None
PlugName

The display name of the ShaderNodeIn

Type:str
Value

The value of the shader node Plug when not connected to a ShadeNodeOut

Type:[float or table]
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
disconnect()

Disconnect this input from its output

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:ShaderNodeOut or ShaderNodeIn
isexposed()

Tell if the plug is exposed

Return type:bool
setexposed(expose)

Expose this plug

Parameters:expose (bool) – Indicates if the plug must be exposed