Skip to main content
Glama
polyhaven_handlers.py35.3 kB
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""" }

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/SK-DEV-AI/blender-mcp'

If you have feedback or need assistance with the MCP directory API, please join our Discord server