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| 1 | +# Node to Python |
| 2 | + |
| 3 | + |
| 4 | + |
| 5 | +[](https://github.com/BrendanParmer/NodeToPython/releases) [](https://github.com/BrendanParmer/NodeToPython/blob/main/LICENSE)  |
| 6 | + |
| 7 | +## About |
| 8 | +A Blender add-on to create add-ons! This add-on will take your Geometry Nodes or Materials and convert them into legible Python add-ons! |
| 9 | + |
| 10 | +It automatically handles node layout, default values, subgroups, naming, colors, and more! |
| 11 | + |
| 12 | +I think Blender's node-based editors are powerful, yet accessible tools, and I wanted to make scripting them easier for add-on creators. Combining Python with node based setups allows you to do things that would otherwise be tedious or impossible, such as |
| 13 | +* `for` loops |
| 14 | +* creating different node trees for different versions or settings |
| 15 | +* interfacing with other parts of the software or properties of an object |
| 16 | + |
| 17 | +NodeToPython recreates the node networks for you, so you can focus on the good stuff. |
| 18 | + |
| 19 | +## Supported Versions |
| 20 | +NodeToPython v2.0 is compatible with Blender 3.0 - 3.4 on Windows, macOS, and Linux. I generally try to update the addon to handle new nodes around the beta release of each update. |
| 21 | + |
| 22 | +## Installation |
| 23 | +1. Download the .zip file from the [latest release](https://github.com/BrendanParmer/NodeToPython/releases) |
| 24 | +2. In Blender, navigate to `Edit > Preferences > Add-ons` |
| 25 | +3. Click Install, and find where you downloaded the zip file. Then hit the `Install Add-on` button, and you're done! |
| 26 | + |
| 27 | +## Usage |
| 28 | +Once you've installed the add-on, you'll see a new tab in any Node Editor's sidebar. You can open this with keyboard shortcut `N` when focused in the Node Editor. |
| 29 | + |
| 30 | +In the tab, there's panels to create add-ons for Geometry Nodes and Materials, each with a drop-down menu. |
| 31 | + |
| 32 | + |
| 33 | + |
| 34 | +Just select the one you want, and soon a zip file will be created in an `addons` folder located in the folder where your blend file is. |
| 35 | + |
| 36 | +From here, you can install it like a regular add-on. |
| 37 | + |
| 38 | +## Future |
| 39 | +* Expansion to Compositing nodes |
| 40 | +* Add all referenced assets to the Asset Library for use outside of the original blend file |
| 41 | +* Auto-set handle movies and image sequences |
| 42 | +* Automatically format code to be PEP8 compliant |
| 43 | +* Automatically detect the minimum version of Blender needed to run the add-on |
| 44 | + |
| 45 | +## Potential Issues |
| 46 | +* As of version 2.0.0, the add-on will not set default values for |
| 47 | + * Scripts |
| 48 | + * IES files |
| 49 | + * Filepaths |
| 50 | + * UV maps |
| 51 | +* Currently when setting default values for the following, the add-on must be run in the same blend file as the node group was created in to set the default, otherwise it will just set it to `None`: |
| 52 | + * Materials |
| 53 | + * Objects |
| 54 | + * Collections |
| 55 | + * Textures |
| 56 | + |
| 57 | +* In a future version, I plan on having the add-on adding all of the above to the Asset Library for reference |
| 58 | + |
| 59 | +## Bug Reports and Suggestions |
| 60 | + |
| 61 | +When submitting an issue, please include |
| 62 | + |
| 63 | +* Your version of Blender |
| 64 | +* Your operating system |
| 65 | +* A short description of what you were trying to accomplish, or steps to reproduce the issue. |
| 66 | +* Sample blend files are more than welcome! |
| 67 | + |
| 68 | +Suggestions for how to improve the add-on are more than welcome! |
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