@@ -332,11 +332,13 @@ def set_hull_mat_emissive(mat, color, strength) :
332332 # Build the hull texture
333333 set_hull_mat_basics (materials [MATERIAL .HULL ], hull_base_color )
334334
335- ctx = NodeContext (materials [MATERIAL .HULL_LIGHTS ].node_tree , (- 400 , 0 ))
335+ ctx = NodeContext (materials [MATERIAL .HULL_LIGHTS ].node_tree , (- 600 , 0 ))
336336 for node in ctx .graph .nodes :
337337 # clear out default nodes
338338 ctx .graph .nodes .remove (node )
339339 #end for
340+ normal_map = ctx .node ("ShaderNodeGroup" , ctx .step_down (200 ))
341+ normal_map .node_tree = normals_common
340342 save_pos = ctx .pos
341343 # Add a diffuse layer that sets the window color
342344 base_window = create_texture \
@@ -364,6 +366,7 @@ def set_hull_mat_emissive(mat, color, strength) :
364366 )
365367 color_shader = ctx .node ("ShaderNodeBsdfDiffuse" , ctx .step_across (200 ))
366368 ctx .link (mixer .outputs [0 ], color_shader .inputs ["Color" ])
369+ ctx .link (normal_map .outputs [0 ], color_shader .inputs ["Normal" ])
367370 add_shader = ctx .node ("ShaderNodeAddShader" , ctx .step_across (200 ))
368371 ctx .link (color_shader .outputs [0 ], add_shader .inputs [0 ])
369372 material_output = ctx .node ("ShaderNodeOutputMaterial" , ctx .step_across (200 ))
0 commit comments