@@ -300,7 +300,7 @@ def createBlenderMaterial(self, materialData):
300300
301301 # Shader specific logic
302302 if materialData .shader == "TankiOnline/SingleTextureShader" or materialData .shader == "TankiOnline/SingleTextureShaderWinter" :
303- bsdf = PrincipledBSDFWrapper (ma , is_readonly = False , use_nodes = True )
303+ bsdf = PrincipledBSDFWrapper (ma , is_readonly = False )
304304 bsdf .roughness_set (1.0 )
305305 bsdf .ior_set (1.0 )
306306
@@ -310,7 +310,7 @@ def createBlenderMaterial(self, materialData):
310310
311311 addImageTextureToMaterial (texture , ma .node_tree )
312312 elif materialData .shader == "TankiOnline/SpriteShader" :
313- bsdf = PrincipledBSDFWrapper (ma , is_readonly = False , use_nodes = True )
313+ bsdf = PrincipledBSDFWrapper (ma , is_readonly = False )
314314 bsdf .roughness_set (1.0 )
315315 bsdf .ior_set (1.0 )
316316
@@ -321,7 +321,7 @@ def createBlenderMaterial(self, materialData):
321321 addImageTextureToMaterial (texture , ma .node_tree , linkAlpha = True )
322322 elif materialData .shader == "TankiOnline/Terrain" :
323323 # XXX: still need to figure out how to do the terrain properly, all manual attempts have yielded mixed results
324- bsdf = PrincipledBSDFWrapper (ma , is_readonly = False , use_nodes = True )
324+ bsdf = PrincipledBSDFWrapper (ma , is_readonly = False )
325325 bsdf .roughness_set (1.0 )
326326 bsdf .ior_set (1.0 )
327327 bsdf .base_color_set ((0.0 , 0.0 , 0.0 ))
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