########################################################################################################
""" White List de los materiales que se van a usar, independientemente de los que contenga el .blend """
""" De esta manera se cual es cual, mat: thumbnail_name, name_para_el_append                         """
########################################################################################################

build_in_mat_lib = (
                        ("dbf", "FLab_BasicShaders.blend"),
                        ("mat", "Blood",        "FL_Blood"),
                        ("mat", "Honey",        "FL_Honey"),
                        ("mat", "Milk",         "FL_Milk"),
                        ("mat", "Oil",          "FL_Oil"),
                        ("mat", "Petroleum",    "FL_Petroleum"),
                        ("mat", "Water",        "FL_Water"),
                        ("mat", "Mercury",      "FL_Mercury"),
                        ("mat", "Chocolat",     "FL_Chocolat"),
                        ("mat", "Sand",         "FL_Sand_Grain"),
                        ("mat", "WaterLight",   "FL_Water_Light"), 
                        ("mat", "Lava",         "FL_Lava"), 
                        ("mat", "CyclesLava",   "FL_Cycles_Lava"),
                        ("mat", "MixColors",    "FL_MixColors"), 

)

# Para poder filtrar el listado de los thumbnails por tipo (Arena o Fluido):
material_types = {
    "Petroleum":    'FLUID',
    "Oil":          'FLUID',
    "Honey":        'FLUID',
    "Blood":        'FLUID',
    "Milk":         'FLUID',
    "Water":        'FLUID',
    "Mercury":      'FLUID',
    "Chocolat":     'FLUID',
    "Sand":         'GRAIN',
    "WaterLight":   'FLUID',
    "Lava":         'FLUID',
    "CyclesLava":   'FLUID',
    "MixColors":    'FLUID',
}