shap_e/rendering/blender/blender_script.py [224:235]:
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        mat.use_nodes = True

        # There should be a Principled BSDF by default.
        bsdf_node = None
        for node in mat.node_tree.nodes:
            if node.type == "BSDF_PRINCIPLED":
                bsdf_node = node
        assert bsdf_node is not None, "material has no Principled BSDF node to modify"

        socket_map = {}
        for input in bsdf_node.inputs:
            socket_map[input.name] = input
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shap_e/rendering/blender/blender_script.py [292:305]:
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    mat.use_nodes = True

    # By default, most imported models should use the regular
    # "Principled BSDF" material, so we should always find this.
    # If not, this shader manipulation logic won't work.
    bsdf_node = None
    for node in mat.node_tree.nodes:
        if node.type == "BSDF_PRINCIPLED":
            bsdf_node = node
    assert bsdf_node is not None, "material has no Principled BSDF node to modify"

    socket_map = {}
    for input in bsdf_node.inputs:
        socket_map[input.name] = input
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