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Commit 0004b89
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Add material pool with patches and product variants (1.12.0)
Material pool
- Scan a folder of PBR texture sets (ambientCG / Poly Haven naming)
into a pool with per-material ticks; names stay stable across
rescans and are unique even when folders share a name
- Box-projected Principled materials at a real-world Texture Size,
so CAD meshes need no UVs; packed ARM supported; normal and
opacity maps listed but not used
- Moved libraries are rescanned before rendering; pre-flight stops
the batch when textures a material uses are missing
Material patches
- A flat swatch and a lit ball side by side per material, on demand
or with Render All, in the scene's colour management; the first
shard makes them in sharded runs
Product variants
- N Full renders per view, each part (or the whole product) drawing
a pool material; draws are hashed per seed, product, variant, part
and material, so changing the pool moves only the draws it touches
- Clay, masks and data passes rendered once per view; products set
to Keep Own render once in their own materials
- {variant} naming token; manifest variant/materials columns; the
pool recorded in provenance; pool materials removed after a run
Tests
- test_materials.py
`path`(relative to the output directory), `width`, `height`, `source_file`, `source_size`,
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`source_units`, `source_sha256`, `variant` and `materials` (see Material Pool).
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`source_file`, `source_size` and `source_units` are recorded when a file is imported:
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`source_size` is the product's bounding box before Fit on Import rescaled it, in
@@ -733,7 +810,7 @@ a faithful outline, not a finished drawing.
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|**Camera Jitter**, **Distance Jitter**| Each view's camera swings up to this far off its canonical direction, and moves nearer or farther |
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|**Lights**| The rig turns about the vertical by up to **Light Turn**, and each light changes strength by up to **Light Strength**|
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|**HDRI**| Each image is lit and backed by a random HDRI from **HDRI Folder** (empty: the studio HDRIs that ship with Blender), turned and scaled at random |
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|**Materials**| The product gets a random material preset and colour per image, in Full renders |
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|**Materials**| The product gets a random material preset and colour per image, in Full renders (not when Material Pool variants are on, which choose the materials instead) |
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|**Distractors**| Random shapes in random colours, placed behind the product as each camera sees it, in Full renders |
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Every draw comes from the **Seed**, the product's label and the view, so the same settings
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