import bpy
import requests
import tempfile
import traceback
import os
from contextlib import suppress
# Constants defined locally to avoid circular imports
import requests
REQ_HEADERS = requests.utils.default_headers()
REQ_HEADERS.update({"User-Agent": "blender-mcp"})
class PolyhavenHandlers:
"""Handlers for Polyhaven asset integration"""
def get_polyhaven_categories(self, asset_type):
"""Get categories for a specific asset type from Polyhaven"""
try:
if asset_type not in ["hdris", "textures", "models", "all"]:
return {"error": f"Invalid asset type: {asset_type}. Must be one of: hdris, textures, models, all"}
response = requests.get(f"https://api.polyhaven.com/categories/{asset_type}", headers=REQ_HEADERS)
if response.status_code == 200:
return {"categories": response.json()}
else:
return {"error": f"API request failed with status code {response.status_code}"}
except Exception as e:
return {"error": str(e)}
def search_polyhaven_assets(self, asset_type=None, categories=None):
"""Search for assets from Polyhaven with optional filtering"""
try:
url = "https://api.polyhaven.com/assets"
params = {}
if asset_type and asset_type != "all":
if asset_type not in ["hdris", "textures", "models"]:
return {"error": f"Invalid asset type: {asset_type}. Must be one of: hdris, textures, models, all"}
params["type"] = asset_type
if categories:
params["categories"] = categories
response = requests.get(url, params=params, headers=REQ_HEADERS)
if response.status_code == 200:
# Limit the response size to avoid overwhelming Blender
assets = response.json()
# Return only the first 20 assets to keep response size manageable
limited_assets = {}
for i, (key, value) in enumerate(assets.items()):
if i >= 20: # Limit to 20 assets
break
limited_assets[key] = value
return {"assets": limited_assets, "total_count": len(assets), "returned_count": len(limited_assets)}
else:
return {"error": f"API request failed with status code {response.status_code}"}
except Exception as e:
return {"error": str(e)}
def download_polyhaven_asset(self, asset_id, asset_type, resolution="1k", file_format=None):
try:
# First get the files information
files_response = requests.get(f"https://api.polyhaven.com/files/{asset_id}", headers=REQ_HEADERS)
if files_response.status_code != 200:
return {"error": f"Failed to get asset files: {files_response.status_code}"}
files_data = files_response.json()
# Handle different asset types
if asset_type == "hdris":
# For HDRIs, download the .hdr or .exr file
if not file_format:
file_format = "hdr" # Default format for HDRIs
if "hdri" in files_data and resolution in files_data["hdri"] and file_format in files_data["hdri"][resolution]:
file_info = files_data["hdri"][resolution][file_format]
file_url = file_info["url"]
# For HDRIs, we need to save to a temporary file first
# since Blender can't properly load HDR data directly from memory
with tempfile.NamedTemporaryFile(suffix=f".{file_format}", delete=False) as tmp_file:
# Download the file
response = requests.get(file_url, headers=REQ_HEADERS)
if response.status_code != 200:
return {"error": f"Failed to download HDRI: {response.status_code}"}
tmp_file.write(response.content)
tmp_path = tmp_file.name
try:
# Create a new world if none exists
if not bpy.data.worlds:
bpy.data.worlds.new("World")
world = bpy.data.worlds[0]
world.use_nodes = True
node_tree = world.node_tree
# Clear existing nodes
for node in node_tree.nodes:
node_tree.nodes.remove(node)
# Create nodes
tex_coord = node_tree.nodes.new(type='ShaderNodeTexCoord')
tex_coord.location = (-800, 0)
mapping = node_tree.nodes.new(type='ShaderNodeMapping')
mapping.location = (-600, 0)
# Load the image from the temporary file
env_tex = node_tree.nodes.new(type='ShaderNodeTexEnvironment')
env_tex.location = (-400, 0)
env_tex.image = bpy.data.images.load(tmp_path)
# Use a color space that exists in all Blender versions
if file_format.lower() == 'exr':
# Try to use Linear color space for EXR files
try:
env_tex.image.colorspace_settings.name = 'Linear'
except:
# Fallback to Non-Color if Linear isn't available
env_tex.image.colorspace_settings.name = 'Non-Color'
else: # hdr
# For HDR files, try these options in order
for color_space in ['Linear', 'Linear Rec.709', 'Non-Color']:
try:
env_tex.image.colorspace_settings.name = color_space
break # Stop if we successfully set a color space
except:
continue
background = node_tree.nodes.new(type='ShaderNodeBackground')
background.location = (-200, 0)
output = node_tree.nodes.new(type='ShaderNodeOutputWorld')
output.location = (0, 0)
# Connect nodes
node_tree.links.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])
node_tree.links.new(mapping.outputs['Vector'], env_tex.inputs['Vector'])
node_tree.links.new(env_tex.outputs['Color'], background.inputs['Color'])
node_tree.links.new(background.outputs['Background'], output.inputs['Surface'])
# Set as active world
bpy.context.scene.world = world
# Clean up temporary file
try:
tempfile._cleanup() # This will clean up all temporary files
except:
pass
return {
"success": True,
"message": f"HDRI {asset_id} imported successfully",
"image_name": env_tex.image.name
}
except Exception as e:
return {"error": f"Failed to set up HDRI in Blender: {str(e)}"}
else:
return {"error": f"Requested resolution or format not available for this HDRI"}
elif asset_type == "textures":
if not file_format:
file_format = "jpg" # Default format for textures
downloaded_maps = {}
try:
for map_type in files_data:
if map_type not in ["blend", "gltf"]: # Skip non-texture files
if resolution in files_data[map_type] and file_format in files_data[map_type][resolution]:
file_info = files_data[map_type][resolution][file_format]
file_url = file_info["url"]
# Use NamedTemporaryFile like we do for HDRIs
with tempfile.NamedTemporaryFile(suffix=f".{file_format}", delete=False) as tmp_file:
# Download the file
response = requests.get(file_url, headers=REQ_HEADERS)
if response.status_code == 200:
tmp_file.write(response.content)
tmp_path = tmp_file.name
# Load image from temporary file
image = bpy.data.images.load(tmp_path)
image.name = f"{asset_id}_{map_type}.{file_format}"
# Pack the image into .blend file
image.pack()
# Set color space based on map type
if map_type in ['color', 'diffuse', 'albedo']:
try:
image.colorspace_settings.name = 'sRGB'
except:
pass
else:
try:
image.colorspace_settings.name = 'Non-Color'
except:
pass
downloaded_maps[map_type] = image
# Clean up temporary file
try:
os.unlink(tmp_path)
except:
pass
if not downloaded_maps:
return {"error": f"No texture maps found for the requested resolution and format"}
# Create a new material with the downloaded textures
mat = bpy.data.materials.new(name=asset_id)
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
# Clear default nodes
for node in nodes:
nodes.remove(node)
# Create output node
output = nodes.new(type='ShaderNodeOutputMaterial')
output.location = (300, 0)
# Create principled BSDF node
principled = nodes.new(type='ShaderNodeBsdfPrincipled')
principled.location = (0, 0)
links.new(principled.outputs[0], output.inputs[0])
# Add texture nodes based on available maps
tex_coord = nodes.new(type='ShaderNodeTexCoord')
tex_coord.location = (-800, 0)
mapping = nodes.new(type='ShaderNodeMapping')
mapping.location = (-600, 0)
mapping.vector_type = 'TEXTURE' # Changed from default 'POINT' to 'TEXTURE'
links.new(tex_coord.outputs['UV'], mapping.inputs['Vector'])
# Position offset for texture nodes
x_pos = -400
y_pos = 300
# Connect different texture maps
for map_type, image in downloaded_maps.items():
tex_node = nodes.new(type='ShaderNodeTexImage')
tex_node.location = (x_pos, y_pos)
tex_node.image = image
# Set color space based on map type
if map_type.lower() in ['color', 'diffuse', 'albedo']:
try:
tex_node.image.colorspace_settings.name = 'sRGB'
except:
pass # Use default if sRGB not available
else:
try:
tex_node.image.colorspace_settings.name = 'Non-Color'
except:
pass # Use default if Non-Color not available
links.new(mapping.outputs['Vector'], tex_node.inputs['Vector'])
# Connect to appropriate input on Principled BSDF
if map_type.lower() in ['color', 'diffuse', 'albedo']:
links.new(tex_node.outputs['Color'], principled.inputs['Base Color'])
elif map_type.lower() in ['roughness', 'rough']:
links.new(tex_node.outputs['Color'], principled.inputs['Roughness'])
elif map_type.lower() in ['metallic', 'metalness', 'metal']:
links.new(tex_node.outputs['Color'], principled.inputs['Metallic'])
elif map_type.lower() in ['normal', 'nor']:
# Add normal map node
normal_map = nodes.new(type='ShaderNodeNormalMap')
normal_map.location = (x_pos + 200, y_pos)
links.new(tex_node.outputs['Color'], normal_map.inputs['Color'])
links.new(normal_map.outputs['Normal'], principled.inputs['Normal'])
elif map_type in ['displacement', 'disp', 'height']:
# Add displacement node
disp_node = nodes.new(type='ShaderNodeDisplacement')
disp_node.location = (x_pos + 200, y_pos - 200)
links.new(tex_node.outputs['Color'], disp_node.inputs['Height'])
links.new(disp_node.outputs['Displacement'], output.inputs['Displacement'])
y_pos -= 250
return {
"success": True,
"message": f"Texture {asset_id} imported as material",
"material": mat.name,
"maps": list(downloaded_maps.keys())
}
except Exception as e:
return {"error": f"Failed to process textures: {str(e)}"}
elif asset_type == "models":
# For models, prefer glTF format if available
if not file_format:
file_format = "gltf" # Default format for models
if file_format in files_data and resolution in files_data[file_format]:
file_info = files_data[file_format][resolution][file_format]
file_url = file_info["url"]
# Create a temporary directory to store the model and its dependencies
temp_dir = tempfile.mkdtemp()
main_file_path = ""
try:
# Download the main model file
main_file_name = file_url.split("/")[-1]
main_file_path = os.path.join(temp_dir, main_file_name)
response = requests.get(file_url, headers=REQ_HEADERS)
if response.status_code != 200:
return {"error": f"Failed to download model: {response.status_code}"}
with open(main_file_path, "wb") as f:
f.write(response.content)
# Check for included files and download them
if "include" in file_info and file_info["include"]:
for include_path, include_info in file_info["include"].items():
# Get the URL for the included file - this is the fix
include_url = include_info["url"]
# Create the directory structure for the included file
include_file_path = os.path.join(temp_dir, include_path)
os.makedirs(os.path.dirname(include_file_path), exist_ok=True)
# Download the included file
include_response = requests.get(include_url, headers=REQ_HEADERS)
if include_response.status_code == 200:
with open(include_file_path, "wb") as f:
f.write(include_response.content)
else:
print(f"Failed to download included file: {include_path}")
# Import the model into Blender
if file_format == "gltf" or file_format == "glb":
bpy.ops.import_scene.gltf(filepath=main_file_path)
elif file_format == "fbx":
bpy.ops.import_scene.fbx(filepath=main_file_path)
elif file_format == "obj":
bpy.ops.import_scene.obj(filepath=main_file_path)
elif file_format == "blend":
# For blend files, we need to append or link
with bpy.data.libraries.load(main_file_path, link=False) as (data_from, data_to):
data_to.objects = data_from.objects
# Link the objects to the scene
for obj in data_to.objects:
if obj is not None:
bpy.context.collection.objects.link(obj)
else:
return {"error": f"Unsupported model format: {file_format}"}
# Get the names of imported objects
imported_objects = [obj.name for obj in bpy.context.selected_objects]
return {
"success": True,
"message": f"Model {asset_id} imported successfully",
"imported_objects": imported_objects
}
except Exception as e:
return {"error": f"Failed to import model: {str(e)}"}
finally:
# Clean up temporary directory
with suppress(Exception):
shutil.rmtree(temp_dir)
else:
return {"error": f"Requested format or resolution not available for this model"}
else:
return {"error": f"Unsupported asset type: {asset_type}"}
except Exception as e:
return {"error": f"Failed to download asset: {str(e)}"}
def set_texture(self, object_name, texture_id):
"""Apply a previously downloaded Polyhaven texture to an object by creating a new material"""
try:
# Get the object
obj = bpy.data.objects.get(object_name)
if not obj:
return {"error": f"Object not found: {object_name}"}
# Make sure object can accept materials
if not hasattr(obj, 'data') or not hasattr(obj.data, 'materials'):
return {"error": f"Object {object_name} cannot accept materials"}
# Find all images related to this texture and ensure they're properly loaded
texture_images = {}
for img in bpy.data.images:
if img.name.startswith(texture_id + "_"):
# Extract the map type from the image name
map_type = img.name.split('_')[-1].split('.')[0]
# Force a reload of the image
img.reload()
# Ensure proper color space
if map_type.lower() in ['color', 'diffuse', 'albedo']:
try:
img.colorspace_settings.name = 'sRGB'
except:
pass
else:
try:
img.colorspace_settings.name = 'Non-Color'
except:
pass
# Ensure the image is packed
if not img.packed_file:
img.pack()
texture_images[map_type] = img
print(f"Loaded texture map: {map_type} - {img.name}")
# Debug info
print(f"Image size: {img.size[0]}x{img.size[1]}")
print(f"Color space: {img.colorspace_settings.name}")
print(f"File format: {img.file_format}")
print(f"Is packed: {bool(img.packed_file)}")
if not texture_images:
return {"error": f"No texture images found for: {texture_id}. Please download the texture first."}
# Create a new material
new_mat_name = f"{texture_id}_material_{object_name}"
# Remove any existing material with this name to avoid conflicts
existing_mat = bpy.data.materials.get(new_mat_name)
if existing_mat:
bpy.data.materials.remove(existing_mat)
new_mat = bpy.data.materials.new(name=new_mat_name)
new_mat.use_nodes = True
# Set up the material nodes
nodes = new_mat.node_tree.nodes
links = new_mat.node_tree.links
# Clear default nodes
nodes.clear()
# Create output node
output = nodes.new(type='ShaderNodeOutputMaterial')
output.location = (600, 0)
# Create principled BSDF node
principled = nodes.new(type='ShaderNodeBsdfPrincipled')
principled.location = (300, 0)
links.new(principled.outputs[0], output.inputs[0])
# Add texture nodes based on available maps
tex_coord = nodes.new(type='ShaderNodeTexCoord')
tex_coord.location = (-800, 0)
mapping = nodes.new(type='ShaderNodeMapping')
mapping.location = (-600, 0)
mapping.vector_type = 'TEXTURE' # Changed from default 'POINT' to 'TEXTURE'
links.new(tex_coord.outputs['UV'], mapping.inputs['Vector'])
# Position offset for texture nodes
x_pos = -400
y_pos = 300
# Connect different texture maps
for map_type, image in texture_images.items():
tex_node = nodes.new(type='ShaderNodeTexImage')
tex_node.location = (x_pos, y_pos)
tex_node.image = image
# Set color space based on map type
if map_type.lower() in ['color', 'diffuse', 'albedo']:
try:
tex_node.image.colorspace_settings.name = 'sRGB'
except:
pass # Use default if sRGB not available
else:
try:
tex_node.image.colorspace_settings.name = 'Non-Color'
except:
pass # Use default if Non-Color not available
links.new(mapping.outputs['Vector'], tex_node.inputs['Vector'])
# Connect to appropriate input on Principled BSDF
if map_type.lower() in ['color', 'diffuse', 'albedo']:
links.new(tex_node.outputs['Color'], principled.inputs['Base Color'])
elif map_type.lower() in ['roughness', 'rough']:
links.new(tex_node.outputs['Color'], principled.inputs['Roughness'])
elif map_type.lower() in ['metallic', 'metalness', 'metal']:
links.new(tex_node.outputs['Color'], principled.inputs['Metallic'])
elif map_type.lower() in ['normal', 'nor', 'dx', 'gl']:
# Add normal map node
normal_map = nodes.new(type='ShaderNodeNormalMap')
normal_map.location = (x_pos + 200, y_pos)
links.new(tex_node.outputs['Color'], normal_map.inputs['Color'])
links.new(normal_map.outputs['Normal'], principled.inputs['Normal'])
elif map_type.lower() in ['displacement', 'disp', 'height']:
# Add displacement node
disp_node = nodes.new(type='ShaderNodeDisplacement')
disp_node.location = (x_pos + 200, y_pos - 200)
disp_node.inputs['Scale'].default_value = 0.1 # Reduce displacement strength
links.new(tex_node.outputs['Color'], disp_node.inputs['Height'])
links.new(disp_node.outputs['Displacement'], output.inputs['Displacement'])
y_pos -= 250
# Second pass: Connect nodes with proper handling for special cases
texture_nodes = {}
# First find all texture nodes and store them by map type
for node in nodes:
if node.type == 'TEX_IMAGE' and node.image:
for map_type, image in texture_images.items():
if node.image == image:
texture_nodes[map_type] = node
break
# Now connect everything using the nodes instead of images
# Handle base color (diffuse)
for map_name in ['color', 'diffuse', 'albedo']:
if map_name in texture_nodes:
links.new(texture_nodes[map_name].outputs['Color'], principled.inputs['Base Color'])
print(f"Connected {map_name} to Base Color")
break
# Handle roughness
for map_name in ['roughness', 'rough']:
if map_name in texture_nodes:
links.new(texture_nodes[map_name].outputs['Color'], principled.inputs['Roughness'])
print(f"Connected {map_name} to Roughness")
break
# Handle metallic
for map_name in ['metallic', 'metalness', 'metal']:
if map_name in texture_nodes:
links.new(texture_nodes[map_name].outputs['Color'], principled.inputs['Metallic'])
print(f"Connected {map_name} to Metallic")
break
# Handle normal maps
for map_name in ['gl', 'dx', 'nor']:
if map_name in texture_nodes:
normal_map_node = nodes.new(type='ShaderNodeNormalMap')
normal_map_node.location = (100, 100)
links.new(texture_nodes[map_name].outputs['Color'], normal_map_node.inputs['Color'])
links.new(normal_map_node.outputs['Normal'], principled.inputs['Normal'])
print(f"Connected {map_name} to Normal")
break
# Handle displacement
for map_name in ['displacement', 'disp', 'height']:
if map_name in texture_nodes:
disp_node = nodes.new(type='ShaderNodeDisplacement')
disp_node.location = (300, -200)
disp_node.inputs['Scale'].default_value = 0.1 # Reduce displacement strength
links.new(texture_nodes[map_name].outputs['Color'], disp_node.inputs['Height'])
links.new(disp_node.outputs['Displacement'], output.inputs['Displacement'])
print(f"Connected {map_name} to Displacement")
break
# Handle ARM texture (Ambient Occlusion, Roughness, Metallic)
if 'arm' in texture_nodes:
separate_rgb = nodes.new(type='ShaderNodeSeparateRGB')
separate_rgb.location = (-200, -100)
links.new(texture_nodes['arm'].outputs['Color'], separate_rgb.inputs['Image'])
# Connect Roughness (G) if no dedicated roughness map
if not any(map_name in texture_nodes for map_name in ['roughness', 'rough']):
links.new(separate_rgb.outputs['G'], principled.inputs['Roughness'])
print("Connected ARM.G to Roughness")
# Connect Metallic (B) if no dedicated metallic map
if not any(map_name in texture_nodes for map_name in ['metallic', 'metalness', 'metal']):
links.new(separate_rgb.outputs['B'], principled.inputs['Metallic'])
print("Connected ARM.B to Metallic")
# For AO (R channel), multiply with base color if we have one
base_color_node = None
for map_name in ['color', 'diffuse', 'albedo']:
if map_name in texture_nodes:
base_color_node = texture_nodes[map_name]
break
if base_color_node:
mix_node = nodes.new(type='ShaderNodeMixRGB')
mix_node.location = (100, 200)
mix_node.blend_type = 'MULTIPLY'
mix_node.inputs['Fac'].default_value = 0.8 # 80% influence
# Disconnect direct connection to base color
for link in base_color_node.outputs['Color'].links:
if link.to_socket == principled.inputs['Base Color']:
links.remove(link)
# Connect through the mix node
links.new(base_color_node.outputs['Color'], mix_node.inputs[1])
links.new(separate_rgb.outputs['R'], mix_node.inputs[2])
links.new(mix_node.outputs['Color'], principled.inputs['Base Color'])
print("Connected ARM.R to AO mix with Base Color")
# Handle AO (Ambient Occlusion) if separate
if 'ao' in texture_nodes:
base_color_node = None
for map_name in ['color', 'diffuse', 'albedo']:
if map_name in texture_nodes:
base_color_node = texture_nodes[map_name]
break
if base_color_node:
mix_node = nodes.new(type='ShaderNodeMixRGB')
mix_node.location = (100, 200)
mix_node.blend_type = 'MULTIPLY'
mix_node.inputs['Fac'].default_value = 0.8 # 80% influence
# Disconnect direct connection to base color
for link in base_color_node.outputs['Color'].links:
if link.to_socket == principled.inputs['Base Color']:
links.remove(link)
# Connect through the mix node
links.new(base_color_node.outputs['Color'], mix_node.inputs[1])
links.new(texture_nodes['ao'].outputs['Color'], mix_node.inputs[2])
links.new(mix_node.outputs['Color'], principled.inputs['Base Color'])
print("Connected AO to mix with Base Color")
# CRITICAL: Make sure to clear all existing materials from the object
while len(obj.data.materials) > 0:
obj.data.materials.pop(index=0)
# Assign the new material to the object
obj.data.materials.append(new_mat)
# CRITICAL: Make the object active and select it
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
# CRITICAL: Force Blender to update the material
bpy.context.view_layer.update()
# Ensure all material nodes are properly connected
for node in new_mat.node_tree.nodes:
if node.type == 'TEX_IMAGE' and node.image:
# Force reload of image data
node.image.reload()
# Ensure proper color space
if map_type.lower() in ['color', 'diffuse', 'albedo']:
try:
node.image.colorspace_settings.name = 'sRGB'
except:
pass
else:
try:
node.image.colorspace_settings.name = 'Non-Color'
except:
pass
# Get the list of texture maps
texture_maps = list(texture_images.keys())
# Get info about texture nodes for debugging
material_info = {
"name": new_mat.name,
"has_nodes": new_mat.use_nodes,
"node_count": len(new_mat.node_tree.nodes),
"texture_nodes": []
}
for node in new_mat.node_tree.nodes:
if node.type == 'TEX_IMAGE' and node.image:
connections = []
for output in node.outputs:
for link in output.links:
connections.append(f"{output.name} → {link.to_node.name}.{link.to_socket.name}")
material_info["texture_nodes"].append({
"name": node.name,
"image": node.image.name,
"colorspace": node.image.colorspace_settings.name,
"connections": connections
})
return {
"success": True,
"message": f"Created new material and applied texture {texture_id} to {object_name}",
"material": new_mat.name,
"maps": texture_maps,
"material_info": material_info
}
except Exception as e:
print(f"Error in set_texture: {str(e)}")
traceback.print_exc()
return {"error": f"Failed to apply texture: {str(e)}"}
def get_polyhaven_status(self):
"""Get the current status of PolyHaven integration"""
enabled = bpy.context.scene.blendermcp_use_polyhaven
if enabled:
return {"enabled": True, "message": "PolyHaven integration is enabled and ready to use."}
else:
return {
"enabled": False,
"message": """PolyHaven integration is currently disabled. To enable it:
1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
2. Check the 'Use assets from Poly Haven' checkbox
3. Restart the connection to Claude"""
}