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Standardize panel and orient products - #7
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…3.0) Three parts - A Part switcher at the top of the sidebar picks Clay, Patches or Variants; every panel polls on it, so Clay never shows a texture control and Patches never shows a camera one - Top-level panels per part: Clay 8, Patches 6, Variants 11, in place of one stack of 18 that showed everything at once - The part writes through to render_mode, pool_variants and pool_patches rather than replacing them, so the renderer, the command line, the manifest and provenance need not know parts exist; it fires only on a change, so Clay can still be set to Full or Both from its own Output panel - Lighting, the ground and the base material poll on needs_lighting() rather than on the part: clay carries Workbench's own studio light and the ground is hidden for any non-Full render, so they show only when something in the run is lit by the scene - Products holds the render list, and in Variants each product's own material choice, which is what decides whether it takes a draw - Camera protocols, annotations, drawings, randomization and the manifest moved into one collapsed Dataset & research section - The guide is written per part Material patches as a part of their own - Render All plans patch jobs with no product, no camera and no stage, so patches gained the progress bar, the time left, Esc, Skip Existing and manifest rows the standalone operator lacked - Texture Size is hidden for patches, which show one repeat filling the frame whatever size the real part would be - part = PATCHES runs from a job file with no inputs at all Pre-flight - The Patches part is no longer asked about products, cameras, views, naming clashes or lighting - New error: patches with Workbench as the engine and the Cycles add-on off, which used to raise mid-run when the stand-in swap to Cycles had nothing to swap to Rename - bl_info, the sidebar tab, panel labels, the status bar, console prefixes, the manifest's tool field and the citation say CADshot - The add-on folder, the MV_ collections, the mv. operator names and the lighting preset folder keep theirs, so blend files and job files written before the rename open unchanged Documentation - README: a Three parts section, Workflow reordered to follow the panels (Products, Standardize, Views, Stage, Texture Pool, Output), troubleshooting for a hidden panel and a missing Stage control, and a sentence in Orient Products that had lost its start Tests - test_parts.py: the write-through, which panels each part polls in, every draw() run through a layout shim, patches rendered with no product in the scene, mode-aware pre-flight, and a patches-only job file through the command line
A patch is now a grid rather than two fixed tiles: the shapes ticked in the Patch panel run across it, the lighting conditions ticked there run down it, and the whole thing is one image per material in materials/ as before. Shapes - Flat swatch, sphere, cube and cylinder, ticked individually; the default pair reproduces the patch earlier versions rendered - The solids are built to sit inside one bounding sphere and share one three-quarter camera, so each fills as much of its tile as its own form allows and the texture reads at one scale across a row. Framing solves asin(r/d) against the sphere, not the tangent against a bounding box, which left the subject at a fifth of its tile - The cylinder lies on its side. Upright, every wall normal is horizontal while a preset's lights are all above, so the lower half turned away from all of them at once and the base went black - Only the flat swatch takes the straight-on orthographic camera, so one repeat fills its tile exactly Lighting conditions - Taken from the lighting presets the Stage panel uses, built-in and saved, ticked in a list of their own and refreshed on demand. Switching to the Patches part fills the list, so it is never stale from another file or machine - No Lights is left out: a patch scene has no HDRI and the swatch would come out black. With nothing ticked, one row under a built-in studio rig - Presets are stored relative to the subject's size, so they rebuild around a patch shape unchanged: a swatch under Studio Soft is lit the way a product at a Target Size of 1.0 is - Pre-flight warns when a ticked preset can no longer be read, which would otherwise drop a row without saying so Grid - Column headings, row labels and the material's name, drawn with the same blf path the contact sheets use, and switchable off - Tiles render on transparent film and composite onto the grid's white background - Tile Size is now the size of one tile rather than of one half Variants - The Patch panel is gone from the Variants part, which is about textures on products. A job file can still set pool_patches for a run that wants both Tests - test_parts.py covers the shape meshes, which camera each asks for, the lighting list and its ticks surviving a refresh, grid growth in both axes, and how much of its tile each shape fills - test_materials.py reads tiles at computed offsets with labels off, rather than splitting the image in half
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