def METHOD_NAME(self, material_name):
    if super().METHOD_NAME(material_name) in ['UNKNOWN', 'LOADED']:
        return
    material_output = self.create_node(Nodes.ShaderNodeOutputMaterial)
    shader = self.create_node(Nodes.ShaderNodeBsdfPrincipled, self.SHADER)
    self.connect_nodes(shader.outputs['BSDF'], material_output.inputs['Surface'])
    shader.inputs['Roughness'].default_value = self.roughness
    shader.inputs['Specular'].default_value = self.specular
    color_texture = self.color_texture
    normal_texture = self.normal_texture
    albedo_node = self.create_node(Nodes.ShaderNodeTexImage, 'albedo')
    albedo_node.image = color_texture
    if self.color[0] != 1.0 and self.color[1] != 1.0 and self.color[2] != 1.0:
        color_mix = self.create_node(Nodes.ShaderNodeMixRGB)
        color_mix.blend_type = 'MULTIPLY'
        self.connect_nodes(albedo_node.outputs['Color'], color_mix.inputs['Color1'])
        color = self.color
        if sum(color) > 3:
            color = list(np.divide(color, 255))
        color_mix.inputs['Color2'].default_value = color
        color_mix.inputs['Fac'].default_value = 1.0
        self.connect_nodes(color_mix.outputs['Color'], shader.inputs['Base Color'])
    else:
        self.connect_nodes(albedo_node.outputs['Color'], shader.inputs['Base Color'])
    if self.translucent or self.alpha_test:
        self.bpy_material.blend_method = 'HASHED'
        self.bpy_material.shadow_method = 'HASHED'
        self.connect_nodes(albedo_node.outputs['Alpha'], shader.inputs['Alpha'])
    elif self.metalness:
        self.connect_nodes(albedo_node.outputs['Alpha'], shader.inputs['Metallic'])
    normal_map_texture = self.create_node(Nodes.ShaderNodeTexImage, 'normal')
    normal_map_texture.image = normal_texture
    normalmap_node = self.create_node(Nodes.ShaderNodeNormalMap)
    self.connect_nodes(normal_map_texture.outputs['Color'], normalmap_node.inputs['Color'])
    self.connect_nodes(normalmap_node.outputs['Normal'], shader.inputs['Normal'])
    # if self.selfillum:
    #     selfillummask = self.selfillummask
    #     albedo_node = self.get_node('$basetexture')
    #     if selfillummask is not None:
    #         selfillummask_node = self.create_node(Nodes.ShaderNodeTexImage, '$selfillummask')
    #         selfillummask_node.image = selfillummask
    #         self.connect_nodes(selfillummask_node.outputs['Color'], shader.inputs['Emission Strength'])
    #
    #     else:
    #         self.connect_nodes(albedo_node.outputs['Alpha'], shader.inputs['Emission Strength'])
    #     self.connect_nodes(albedo_node.outputs['Color'], shader.inputs['Emission'])