I am trying to enlarge the uv map using python scripting so more square in my texture. Not sure what is wrong.
bpy.ops.object.select_all(action='DESELECT') XYZcoord = (0, 0 ,0) ob = bpy.ops.mesh.primitive_plane_add(location=XYZcoord) bpy.ops.transform.resize(value=( 20, 20, 20)) bpy.ops.object.mode_set(mode="EDIT") bpy.ops.mesh.subdivide(number_cuts=10) bpy.ops.uv.smart_project() bpy.ops.object.mode_set(mode="OBJECT") material_image = bpy.data.materials.new(name= "Basic_Texture") material_image.use_nodes = True principled_node = material_image.node_tree.nodes.get('Principled BSDF') principled_node.inputs[7].default_value = 0.08 texImage = material_image.node_tree.nodes.new('ShaderNodeTexImage') texImage.location = (-300, 400) texImage.image = bpy.data.images.load("H:\\blender__texture_maps_ao_normal_height_etc\\Wooden_planks_04_2K_Base_Color.png") material_image.node_tree.links.new(principled_node.inputs['Base Color'], texImage.outputs['Color']) texImage_rough = material_image.node_tree.nodes.new('ShaderNodeTexImage') texImage_rough.location = (-300, 0) texImage_rough.image = bpy.data.images.load("H:\\blender__texture_maps_ao_normal_height_etc\\Wooden_planks_04_2K_Roughness.png") texImage_rough.image.colorspace_settings.name = 'Non-Color' material_image.node_tree.links.new(principled_node.inputs['Roughness'], texImage_rough.outputs['Color']) bpy.ops.object.shade_smooth() bpy.context.object.active_material = material_image bpy.ops.object.mode_set(mode='EDIT') bpy.ops.uv.select_all(action='SELECT') bpy.ops.mesh.select_mode(type='EDGE') bpy.context.area.ui_type = 'UV' bpy.ops.transform.resize(value=(2, 2, 2), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) bpy.ops.object.mode_set(mode='OBJECT') print(bpy.context.active_object) 