The script subprogram allows the execution of python scripts. Those scripts are to be written in a blender text block. The scripts written for the script node are slightly different from normal scripts in the following:
Inputs added to the node will be initialized as variables. So if one
adds an input named
count to the node, one can use the variable
count in the script like any other variable. See below.
Star imports are not allowed due to performance reasons. So
from random import * will not work.
Some python modules and structures are automatically imported so they needn’t be imported when writing the scripts. Those modules include:
algorithms, which is short for
New inputs can be added by using the New Input button. The name of the input will be the name of the variable that is initialized with its value, subsequently, the name of the input has to be unique and follow the same guidelines for naming python variables, that is, starts with a letter or and underscore, must not have white spaces and must not be a python keyword.
New outputs can be added by using the New Output button. The value of
the output will be the value of the variable carrying its name at the
end of the script, subsequently, the same rules of naming variables
apply, it should be noted that the name should be unique of both the
inputs and outputs. For instance, if an integer output is added with the
result and the script contains the line
result = 5 + 2 then the
value of the output is 7.
It should be noted that if the script can be refactored into a single line, it would be better to use the Expression Node directly. Also, note that context sensitive operators can’t be used directly as the context is always the node editor unless your force change it which is not recommended.
In this example, the script node just prints Hello World, it doesn’t have any inputs or outputs.
In this example, two inputs were given and an output is expected to be initialized. The script initializes the output to the sum of inputs.
In this example, the node returns the x resolution of the scene. Notice
that we didn’t have to import
bpy, because it is already imported, see