1) Fix Blender 3.0 changes for the node "Principled BSDF" (still should work with 2.93+)
2) Add _R and _N TexImage nodes and attach them to BSDF Roughness, Metallic and Normal
3) Use material nodes for Custom* Materials (so we could have _R, _N, _I for them as well)
4) Replace surfaceColor with BSDF Base Color (or diffuse_color if mat has no nodes)
5) Use alpha channel instead of useCustomColor, if alpha is 0 -> use default custom material color
1) Fix Blender 3.0 changes for the node "Principled BSDF" (still should work with 2.93+) 2) Add _R and _N TexImage nodes and attach them to BSDF Roughness, Metallic and Normal 3) Use material nodes for Custom* Materials (so we could have _R, _N, _I for them as well) 4) Replace surfaceColor with BSDF Base Color (or diffuse_color if mat has no nodes) 5) Use alpha channel instead of useCustomColor, if alpha is 0 -> use default custom material color