I see why now after learning about groups. You aren’t to use input or output nodes so not worth it.
You can create the nodes in a material and save the empty project and append from it, which is significantly easier.
I found out why the original problem of images not exporting was happening. If Blender throws an exception, at anytime, it will not export any images linked to the BSDF node. None. After a restart, it will export them.
I have tested the crap out of these scripts. All of them. The only setup I can get to work properly is the two old scripts of separate import and export. Which means having to redo them once the new scripts are officially released unless they make a converter or something.
Using the BSDF node with this setup with the new io scripts,
will not export the roughness node, no matter what socket you connect to. All that can be done at that point is create a new material, manually transfer the image to your asset folder and build the material yourself , setting the MettallicRoughnessMap in the material.
If I try to add another node to the Metallic or Specular socket, Blender throws an exception that says more than one shader node texture used for a texture, can’t append image: channels full.
Basically, it will not export anything other than the Diffuse and Normal texture.
Edit: I just remembered reading about using the RGB channels of the roughness image to store all 3 images, forgot to do that. Will get back to this post afterwards.
Edit: no affect. Script just doesn’t work for me.