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'])
    normal_a, roughness_a = self.normal_a_texture
    normal_b, roughness_b = self.normal_b_texture
    split_mask = self.create_node(Nodes.ShaderNodeSeparateRGB)
    mix_metalnes = self.create_node(Nodes.ShaderNodeMixRGB)
    mix_metalnes.inputs['Color1'].default_value = [self.metalness_a] * 3 + [1.0]
    mix_metalnes.inputs['Color2'].default_value = [self.metalness_a] * 3 + [1.0]
    mix_normals = self.create_node(Nodes.ShaderNodeMixRGB)
    mix_roughness = self.create_node(Nodes.ShaderNodeMixRGB)
    mix_color = self.create_node(Nodes.ShaderNodeMixRGB)
    normalmap_node = self.create_node(Nodes.ShaderNodeNormalMap)
    self.create_and_connect_texture_node(self.blend_mask, split_mask.inputs['Image'], name='BLEND_MASK')
    self.create_and_connect_texture_node(self.color_a_texture, mix_color.inputs['Color1'], name='COLOR_A')
    self.create_and_connect_texture_node(self.color_b_texture, mix_color.inputs['Color2'], name='COLOR_B')
    self.create_and_connect_texture_node(normal_a, mix_normals.inputs['Color1'], name='NORMAL_A')
    self.create_and_connect_texture_node(normal_b, mix_normals.inputs['Color2'], name='NORMAL_B')
    self.create_and_connect_texture_node(normal_a, mix_roughness.inputs['Color1'], name='ROUGHNESS_A')
    self.create_and_connect_texture_node(normal_b, mix_roughness.inputs['Color2'], name='ROUGHNESS_B')
    texture_tint_mask = self.create_texture_node(self.tint_mask, 'TINT_MASK')
    self.connect_nodes(mix_color.outputs['Color'], shader.inputs['Base Color'])
    self.connect_nodes(split_mask.outputs['R'], mix_color.inputs['Fac'])
    self.connect_nodes(split_mask.outputs['R'], mix_normals.inputs['Fac'])
    self.connect_nodes(split_mask.outputs['R'], mix_roughness.inputs['Fac'])
    self.connect_nodes(split_mask.outputs['R'], mix_metalnes.inputs['Fac'])
    self.connect_nodes(mix_normals.outputs['Color'], normalmap_node.inputs['Color'])
    self.connect_nodes(mix_roughness.outputs['Color'], shader.inputs['Roughness'])
    self.connect_nodes(mix_metalnes.outputs['Color'], shader.inputs['Metallic'])
    self.connect_nodes(normalmap_node.outputs['Normal'], shader.inputs['Normal'])