cloning
link-mesh-array.py
link-mesh.py

mesh fabrication
staircase.py
triangle-donut.py
vertexAccumulator.py
randomSquareArray.py
meshFromBathymetry.py
cylinders-from-list-of-radii.py
binary-image-to-mesh.py
sphere-minecraft-schematic.py
spikify.py
add-to-mesh.py
mobius-strip.py
split-copy-mesh.py

fabricating other objects
create-text.py
text-from-file.py
create-camera.py
create-bezier.py
helix-bezier.py

material slots
cube-copy-blue.py
cube-turns-red.py
red-blue-per-object.py

animation and fcurves
csv-to-fcurve-loc-rot.py
csv-to-fcurve.py
pop-in-material.py
spike-wiggle-2.py
spike-wiggle.py
sweep-animate-size.py
animate-cycles-lamp-strength.py

incorporating python libraries
exec-text-library.py
exec-external-python.py
import-python.py

constraints
camera-track-object.py
text-track-camera.py

shape keys
explore-shape-keys.py
shape-key-fin.py
docking-tube.py

animating curve bevel
data-graph.py

drivers
scan-drivers.py
copy-drivers.py
driver-fin.py
driver-multi-chain.py

UV layers
barber-pole.py
expand-uv-to-fit.py
uv-from-geometry-cubic.py
flip-texture-v-coordinate.py

modifiers
hook-modifier-curve.py
rounded-prisms.py
make-tile.py
remove-action-modifiers.py

NLAs
explore-NLAs.py
spinning-frogs.py

video sequence editor (VSE)
create-vse-image-strips.py
slide-show.py
vse-strip-gap.py

images and textures
image-on-mesh.py
image-to-material-node.py
load-image-texture.py
texture-one-cube-face.py
condense-duplicate-images.py

analytic geometry
animate-random-spin.py
camera-cone-exp-2.py
camera-cone-exp.py
compute-circle-center.py
dihedral-angle-from-xy.py
extrude-edge-along-custom-axis.py
orientation-matrix.py
two-spheres.py
bezier-interpolate.py
rotate-to-match.py

node trees
change-diffuse-to-emission-node.py

etc
add-plane-from-selected-vertices.py
adjust-all-materials.py
all-nodes-cycles-materials.py
bit_shift.py
bone-orientation-demo.py
cannonball-packing.py
comb.py
convert-quaternion-keyframes-to-euler.py
copy-location-from-vertex-group.py
create-cycles-material.py
demonstrate-decomposition-instability.py
dump-point-cache.py
dump-screen-layout-info.py
expand-nla-strips.py
explore-edge-bevel-weight.py
find-action-users.py
find-green-rectangle.py
find-new-objects.py
fix-scene-layers.py
generate-makefile.py
link-external-data-blocks.py
list-referenced-files.py
material-readout.py
movie-card-stack.py
movies-on-faces.py
next-file-name.py
object-font-from-regular-font.py
operator-mesh-gridify.py
particle-animator.py
particle_loop.py
pose-match.py
pose-sequence-to-fbx.py
prepare-texture-bake.py
raining-physics.py
random-pebble-material.py
reverse-keyframes.py
scale-parallelogram.py
screenshot-sequence.py
select-objects-in-modifiers.py
select-vertices.py
shift-layers.py
snapshot-keyframes-as-mesh.py
sphere-project-texture.py
squish-mesh-axis.py
subdivide-fcurve.py
thicken-texture.py
transform-selected.py
voronoi-madness.py

import bpy

def node_score(node):
    if node.bl_idname != "ShaderNodeTexImage":
        return 0

    src = input_node_for(node)

    if src is None:
        score1= 1
    elif src.bl_idname == "ShaderNodeUVMap":
        score1= 2
    else:
        score1=0

    dst = output_node_for(node)

    if dst is None:
        score2=3
    elif dst.bl_idname == "ShaderNodeEmission":
        score2= 2
    else:
        score2= 0

    return min(score1,score2)


def plausible_image(node):
    return node_score(node)>0


def input_node_for(node):
    links = node.inputs[0].links
    if 0<len(links):
        return links[0].from_node

    return None


def output_node_for(node):
    links = node.outputs[0].links
    if 0 < len(links):
        return links[0].to_node

    return None


def select_image_nodes(obj):
    mats = set()

    for sl in obj.material_slots:
        mats.add(sl.material)

    per_mat = []
    for mat in mats:
        candidates=[]
        for node in mat.node_tree.nodes:
            #print(node.bl_idname)

            score = node_score(node)
            if score>0:
                candidates.append(node)
                print([score, node.image, uv_src_name(node), output_node_for(node)])
        per_mat.append({
            'candidates':candidates,
            'mat':mat,
        })

    pm0 = per_mat[0]
    trim= keys_for(pm0)

    for i in range(1,len(per_mat)):
        x = keys_for(per_mat[i])
        trim = trim.intersection(x)

    best = None
    for x in trim:
        if best is None or best[2] < x[2]:
            best = x
    if best is None:
        raise BaseException("could not find a consistent bake image with UVmap to select in the various materials' node trees")


    for pm in per_mat:
        q = [ node for node in pm['candidates'] if node.image.name == best[0] ]
        if len(q)<1:
            raise BaseException("none of the candidates on material %r match %r"%(pm['mat'], best[0]))
        mat = pm['mat']
        print([mat, q])
        for node in mat.node_tree.nodes:
            node.select = (node==q[0])
        mat.node_tree.nodes.active = q[0]

def keys_for(pm0):
    return set([tuple([x.image.name, uv_src_name(x), node_score(x)]) for x in pm0['candidates']])


def uv_src_name(node):
    src = input_node_for(node)
    if src is None:
        return None
    else:
        return src.uv_map


select_image_nodes(bpy.context.active_object)

Blender python API quick-start

Syntax highlighting by Pygments.