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Add material pool with patches and product variants (1.12.0) - #6
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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
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Material pool
Material patches
Product variants
Tests