Merge branch 'polyhaven-integration'

This commit is contained in:
ahujasid 2025-03-13 18:50:00 +05:30
commit 283ab86fa4
5 changed files with 977 additions and 90 deletions

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@ -2,6 +2,13 @@
BlenderMCP connects Blender to Claude AI through the Model Context Protocol (MCP), allowing Claude to directly interact with and control Blender. This integration enables prompt assisted 3D modeling, scene creation, and manipulation.
## Release notes (1.2.0)
- Added support for Poly Haven assets through their API
- For newcomers, you can go straight to Installation. For existing users, see the points below
- Download the latest addon.py file and replace the older one, then add it to Blender
- Delete the MCP server from Claude and add it back again, and you should be good to go!
## Features
- **Two-way communication**: Connect Claude AI to Blender through a socket-based server
@ -85,8 +92,8 @@ uvx blender-mcp
1. In Blender, go to the 3D View sidebar (press N if not visible)
2. Find the "BlenderMCP" tab
3. Set the port number (default: 9876)
4. Click "Start MCP Server"
3. Turn on the Poly Haven checkbox if you want assets from their API (optional)
4. Click "Connect to Claude"
5. Make sure the MCP server is running in your terminal
### Using with Claude
@ -106,12 +113,18 @@ Once the config file has been set on Claude, and the addon is running on Blender
- `delete_object` - Remove an object from the scene
- `set_material` - Apply or create materials for objects
- `execute_blender_code` - Run any Python code in Blender
- `get_polyhaven_categories` - Get a list of categories for PolyHaven assets (HDRIs, textures, models)
- `search_polyhaven_assets` - Search for assets on PolyHaven with optional category filtering
- `download_polyhaven_asset` - Download and import a PolyHaven asset into Blender
To see everything in Poly Haven, [see here](https://polyhaven.com/)
### Example Commands
Here are some examples of what you can ask Claude to do:
- "Create a low poly scene in a dungeon, with a dragon guarding a pot of gold" [Demo](https://www.youtube.com/watch?v=DqgKuLYUv00)
- "Create a beach vibe using HDRIs, textures, and models like rocks and vegatation from Poly Haven" [Demo](https://www.youtube.com/watch?v=Clm1CIbBhPw)
- Give a reference image, and create a Blender scene out of it [Demo](https://www.youtube.com/watch?v=FDRb03XPiRo)
- "Get information about the current scene, and make a threejs sketch from it" [Demo](https://www.youtube.com/watch?v=jxbNI5L7AH8)
- "Make this car red and metallic"
@ -121,10 +134,12 @@ Here are some examples of what you can ask Claude to do:
## Troubleshooting
- **Connection issues**: Make sure the Blender addon server is running, and the MCP server is configured on Claude, DO NOT run the uvx command in the terminal
- **Connection issues**: Make sure the Blender addon server is running, and the MCP server is configured on Claude, DO NOT run the uvx command in the terminal. Sometimes, the first command won't go through but after that it starts working.
- **Timeout errors**: Try simplifying your requests or breaking them into smaller steps
- **Poly Haven integration**: Claude is sometimes erratic with its behaviour
- **Have you tried turning it off and on again?**: If you're still having connection errors, try restarting both Claude and the Blender server
## Technical Details
### Communication Protocol
@ -137,6 +152,7 @@ The system uses a simple JSON-based protocol over TCP sockets:
## Limitations & Security Considerations
- The `execute_blender_code` tool allows running arbitrary Python code in Blender, which can be powerful but potentially dangerous. Use with caution in production environments. ALWAYS save your work before using it.
- Poly Haven requires downloading models, textures, and HDRI images. If you do not want to use it, please turn it off in the checkbox in Blender.
- Complex operations might need to be broken down into smaller steps

734
addon.py
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@ -3,7 +3,12 @@ import json
import threading
import socket
import time
import requests # Add this import for HTTP requests
import tempfile # Add this import for temporary directories
from bpy.props import StringProperty, IntProperty
import traceback
import os
import shutil
bl_info = {
"name": "Blender MCP",
@ -134,7 +139,7 @@ class BlenderMCPServer:
except Exception as e:
print(f"Error executing command: {str(e)}")
import traceback
traceback.print_exc()
return {"status": "error", "message": str(e)}
@ -143,14 +148,12 @@ class BlenderMCPServer:
cmd_type = command.get("type")
params = command.get("params", {})
# Add a simple ping handler
if cmd_type == "ping":
print("Handling ping command")
return {"status": "success", "result": {"pong": True}}
# Add a handler for checking PolyHaven status
if cmd_type == "get_polyhaven_status":
return {"status": "success", "result": self.get_polyhaven_status()}
# Base handlers that are always available
handlers = {
"ping": lambda **kwargs: {"pong": True},
"get_simple_info": self.get_simple_info,
"get_scene_info": self.get_scene_info,
"create_object": self.create_object,
"modify_object": self.modify_object,
@ -158,9 +161,19 @@ class BlenderMCPServer:
"get_object_info": self.get_object_info,
"execute_code": self.execute_code,
"set_material": self.set_material,
"render_scene": self.render_scene,
"get_polyhaven_status": self.get_polyhaven_status,
}
# Add Polyhaven handlers only if enabled
if bpy.context.scene.blendermcp_use_polyhaven:
polyhaven_handlers = {
"get_polyhaven_categories": self.get_polyhaven_categories,
"search_polyhaven_assets": self.search_polyhaven_assets,
"download_polyhaven_asset": self.download_polyhaven_asset,
"set_texture": self.set_texture,
}
handlers.update(polyhaven_handlers)
handler = handlers.get(cmd_type)
if handler:
try:
@ -170,7 +183,6 @@ class BlenderMCPServer:
return {"status": "success", "result": result}
except Exception as e:
print(f"Error in handler: {str(e)}")
import traceback
traceback.print_exc()
return {"status": "error", "message": str(e)}
else:
@ -216,7 +228,6 @@ class BlenderMCPServer:
return scene_info
except Exception as e:
print(f"Error in get_scene_info: {str(e)}")
import traceback
traceback.print_exc()
return {"error": str(e)}
@ -427,7 +438,6 @@ class BlenderMCPServer:
except Exception as e:
print(f"Error in set_material: {str(e)}")
import traceback
traceback.print_exc()
return {
"status": "error",
@ -456,6 +466,694 @@ class BlenderMCPServer:
"resolution": [bpy.context.scene.render.resolution_x, bpy.context.scene.render.resolution_y],
}
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}")
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)
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}")
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)
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)
# FIXED: 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)
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)
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)
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
try:
shutil.rmtree(temp_dir)
except:
print(f"Failed to clean up temporary directory: {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()
# 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"""
}
# Blender UI Panel
class BLENDERMCP_PT_Panel(bpy.types.Panel):
bl_label = "Blender MCP"
@ -469,6 +1167,7 @@ class BLENDERMCP_PT_Panel(bpy.types.Panel):
scene = context.scene
layout.prop(scene, "blendermcp_port")
layout.prop(scene, "blendermcp_use_polyhaven", text="Use assets from Poly Haven")
if not scene.blendermcp_server_running:
layout.operator("blendermcp.start_server", text="Start MCP Server")
@ -479,7 +1178,7 @@ class BLENDERMCP_PT_Panel(bpy.types.Panel):
# Operator to start the server
class BLENDERMCP_OT_StartServer(bpy.types.Operator):
bl_idname = "blendermcp.start_server"
bl_label = "Start BlenderMCP Server"
bl_label = "Connect to Claude"
bl_description = "Start the BlenderMCP server to connect with Claude"
def execute(self, context):
@ -498,8 +1197,8 @@ class BLENDERMCP_OT_StartServer(bpy.types.Operator):
# Operator to stop the server
class BLENDERMCP_OT_StopServer(bpy.types.Operator):
bl_idname = "blendermcp.stop_server"
bl_label = "Stop BlenderMCP Server"
bl_description = "Stop the BlenderMCP server"
bl_label = "Stop the connection to Claude"
bl_description = "Stop the connection to Claude"
def execute(self, context):
scene = context.scene
@ -528,6 +1227,12 @@ def register():
default=False
)
bpy.types.Scene.blendermcp_use_polyhaven = bpy.props.BoolProperty(
name="Use Poly Haven",
description="Enable Poly Haven asset integration",
default=False
)
bpy.utils.register_class(BLENDERMCP_PT_Panel)
bpy.utils.register_class(BLENDERMCP_OT_StartServer)
bpy.utils.register_class(BLENDERMCP_OT_StopServer)
@ -546,6 +1251,7 @@ def unregister():
del bpy.types.Scene.blendermcp_port
del bpy.types.Scene.blendermcp_server_running
del bpy.types.Scene.blendermcp_use_polyhaven
print("BlenderMCP addon unregistered")

View File

@ -1,6 +1,6 @@
[project]
name = "blender-mcp"
version = "1.0.2"
version = "1.1.0"
description = "Blender integration through the Model Context Protocol"
readme = "README.md"
requires-python = ">=3.10"

View File

@ -196,17 +196,19 @@ mcp = FastMCP(
# Global connection for resources (since resources can't access context)
_blender_connection = None
_polyhaven_enabled = False # Add this global variable
def get_blender_connection():
"""Get or create a persistent Blender connection"""
global _blender_connection
global _blender_connection, _polyhaven_enabled # Add _polyhaven_enabled to globals
# If we have an existing connection, check if it's still valid
if _blender_connection is not None:
# Test if the connection is still alive with a simple ping
try:
# Just try to send a small message to check if the socket is still connected
_blender_connection.sock.sendall(b'')
# First check if PolyHaven is enabled by sending a ping command
result = _blender_connection.send_command("get_polyhaven_status")
# Store the PolyHaven status globally
_polyhaven_enabled = result.get("enabled", False)
return _blender_connection
except Exception as e:
# Connection is dead, close it and create a new one
@ -260,67 +262,7 @@ def get_object_info(ctx: Context, object_name: str) -> str:
logger.error(f"Error getting object info from Blender: {str(e)}")
return f"Error getting object info: {str(e)}"
# Tool endpoints
@mcp.tool()
def create_primitive(
ctx: Context,
type: str = "CUBE",
location: List[float] = None,
color: List[float] = None
) -> str:
"""
Create a basic primitive object in Blender.
Parameters:
- type: Object type (CUBE, SPHERE, CYLINDER, PLANE)
- location: Optional [x, y, z] location coordinates
- color: Optional [R, G, B] color values (0.0-1.0)
"""
try:
blender = get_blender_connection()
loc = location or [0, 0, 0]
# First create the object
params = {
"type": type,
"location": loc
}
result = blender.send_command("create_object", params)
# If color specified, set the material
if color:
blender.send_command("set_material", {
"object_name": result["name"],
"color": color
})
return f"Created {type} at location {loc}"
except Exception as e:
return f"Error creating primitive: {str(e)}"
@mcp.tool()
def set_object_property(
ctx: Context,
name: str,
property: str,
value: Any
) -> str:
"""
Set a single property of an object.
Parameters:
- name: Name of the object
- property: Property to set (location, rotation, scale, color, visible)
- value: New value for the property
"""
try:
blender = get_blender_connection()
params = {"name": name, property: value}
result = blender.send_command("modify_object", params)
return f"Set {property} of {name} to {value}"
except Exception as e:
return f"Error setting property: {str(e)}"
@mcp.tool()
def create_object(
@ -474,15 +416,238 @@ def execute_blender_code(ctx: Context, code: str) -> str:
logger.error(f"Error executing code: {str(e)}")
return f"Error executing code: {str(e)}"
@mcp.prompt()
def create_basic_object() -> str:
"""Create a single object with basic properties"""
return """Create a blue cube at position [0, 1, 0]"""
@mcp.tool()
def get_polyhaven_categories(ctx: Context, asset_type: str = "hdris") -> str:
"""
Get a list of categories for a specific asset type on Polyhaven.
Parameters:
- asset_type: The type of asset to get categories for (hdris, textures, models, all)
"""
try:
blender = get_blender_connection()
if not _polyhaven_enabled:
return "PolyHaven integration is disabled. Select it in the sidebar in BlenderMCP, then run it again."
result = blender.send_command("get_polyhaven_categories", {"asset_type": asset_type})
if "error" in result:
return f"Error: {result['error']}"
# Format the categories in a more readable way
categories = result["categories"]
formatted_output = f"Categories for {asset_type}:\n\n"
# Sort categories by count (descending)
sorted_categories = sorted(categories.items(), key=lambda x: x[1], reverse=True)
for category, count in sorted_categories:
formatted_output += f"- {category}: {count} assets\n"
return formatted_output
except Exception as e:
logger.error(f"Error getting Polyhaven categories: {str(e)}")
return f"Error getting Polyhaven categories: {str(e)}"
@mcp.tool()
def search_polyhaven_assets(
ctx: Context,
asset_type: str = "all",
categories: str = None
) -> str:
"""
Search for assets on Polyhaven with optional filtering.
Parameters:
- asset_type: Type of assets to search for (hdris, textures, models, all)
- categories: Optional comma-separated list of categories to filter by
Returns a list of matching assets with basic information.
"""
try:
blender = get_blender_connection()
result = blender.send_command("search_polyhaven_assets", {
"asset_type": asset_type,
"categories": categories
})
if "error" in result:
return f"Error: {result['error']}"
# Format the assets in a more readable way
assets = result["assets"]
total_count = result["total_count"]
returned_count = result["returned_count"]
formatted_output = f"Found {total_count} assets"
if categories:
formatted_output += f" in categories: {categories}"
formatted_output += f"\nShowing {returned_count} assets:\n\n"
# Sort assets by download count (popularity)
sorted_assets = sorted(assets.items(), key=lambda x: x[1].get("download_count", 0), reverse=True)
for asset_id, asset_data in sorted_assets:
formatted_output += f"- {asset_data.get('name', asset_id)} (ID: {asset_id})\n"
formatted_output += f" Type: {['HDRI', 'Texture', 'Model'][asset_data.get('type', 0)]}\n"
formatted_output += f" Categories: {', '.join(asset_data.get('categories', []))}\n"
formatted_output += f" Downloads: {asset_data.get('download_count', 'Unknown')}\n\n"
return formatted_output
except Exception as e:
logger.error(f"Error searching Polyhaven assets: {str(e)}")
return f"Error searching Polyhaven assets: {str(e)}"
@mcp.tool()
def download_polyhaven_asset(
ctx: Context,
asset_id: str,
asset_type: str,
resolution: str = "1k",
file_format: str = None
) -> str:
"""
Download and import a Polyhaven asset into Blender.
Parameters:
- asset_id: The ID of the asset to download
- asset_type: The type of asset (hdris, textures, models)
- resolution: The resolution to download (e.g., 1k, 2k, 4k)
- file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
Returns a message indicating success or failure.
"""
try:
blender = get_blender_connection()
result = blender.send_command("download_polyhaven_asset", {
"asset_id": asset_id,
"asset_type": asset_type,
"resolution": resolution,
"file_format": file_format
})
if "error" in result:
return f"Error: {result['error']}"
if result.get("success"):
message = result.get("message", "Asset downloaded and imported successfully")
# Add additional information based on asset type
if asset_type == "hdris":
return f"{message}. The HDRI has been set as the world environment."
elif asset_type == "textures":
material_name = result.get("material", "")
maps = ", ".join(result.get("maps", []))
return f"{message}. Created material '{material_name}' with maps: {maps}."
elif asset_type == "models":
return f"{message}. The model has been imported into the current scene."
else:
return message
else:
return f"Failed to download asset: {result.get('message', 'Unknown error')}"
except Exception as e:
logger.error(f"Error downloading Polyhaven asset: {str(e)}")
return f"Error downloading Polyhaven asset: {str(e)}"
@mcp.tool()
def set_texture(
ctx: Context,
object_name: str,
texture_id: str
) -> str:
"""
Apply a previously downloaded Polyhaven texture to an object.
Parameters:
- object_name: Name of the object to apply the texture to
- texture_id: ID of the Polyhaven texture to apply (must be downloaded first)
Returns a message indicating success or failure.
"""
try:
# Get the global connection
blender = get_blender_connection()
result = blender.send_command("set_texture", {
"object_name": object_name,
"texture_id": texture_id
})
if "error" in result:
return f"Error: {result['error']}"
if result.get("success"):
material_name = result.get("material", "")
maps = ", ".join(result.get("maps", []))
# Add detailed material info
material_info = result.get("material_info", {})
node_count = material_info.get("node_count", 0)
has_nodes = material_info.get("has_nodes", False)
texture_nodes = material_info.get("texture_nodes", [])
output = f"Successfully applied texture '{texture_id}' to {object_name}.\n"
output += f"Using material '{material_name}' with maps: {maps}.\n\n"
output += f"Material has nodes: {has_nodes}\n"
output += f"Total node count: {node_count}\n\n"
if texture_nodes:
output += "Texture nodes:\n"
for node in texture_nodes:
output += f"- {node['name']} using image: {node['image']}\n"
if node['connections']:
output += " Connections:\n"
for conn in node['connections']:
output += f" {conn}\n"
else:
output += "No texture nodes found in the material.\n"
return output
else:
return f"Failed to apply texture: {result.get('message', 'Unknown error')}"
except Exception as e:
logger.error(f"Error applying texture: {str(e)}")
return f"Error applying texture: {str(e)}"
@mcp.tool()
def get_polyhaven_status(ctx: Context) -> str:
"""
Check if PolyHaven integration is enabled in Blender.
Returns a message indicating whether PolyHaven features are available.
"""
try:
blender = get_blender_connection()
result = blender.send_command("get_polyhaven_status")
enabled = result.get("enabled", False)
message = result.get("message", "")
return message
except Exception as e:
logger.error(f"Error checking PolyHaven status: {str(e)}")
return f"Error checking PolyHaven status: {str(e)}"
@mcp.prompt()
def modify_basic_object() -> str:
"""Modify a single property of an object"""
return """Make the cube red"""
def asset_creation_strategy() -> str:
"""Defines the preferred strategy for creating assets in Blender"""
return """When creating 3D content in Blender, always start by checking if PolyHaven is available:
0. Before anything, always check the scene from get_scene_info()
1. First use get_polyhaven_status() to verify if PolyHaven integration is enabled.
2. If PolyHaven is enabled:
- For objects/models: Use download_polyhaven_asset() with asset_type="models"
- For materials/textures: Use download_polyhaven_asset() with asset_type="textures"
- For environment lighting: Use download_polyhaven_asset() with asset_type="hdris"
3. If PolyHaven is disabled or when falling back to basic tools:
- create_object() for basic primitives (CUBE, SPHERE, CYLINDER, etc.)
- set_material() for basic colors and materials
Only fall back to basic creation tools when:
- PolyHaven is disabled
- A simple primitive is explicitly requested
- No suitable PolyHaven asset exists
- The task specifically requires a basic material/color
"""
# Main execution

2
uv.lock generated
View File

@ -28,7 +28,7 @@ wheels = [
[[package]]
name = "blender-mcp"
version = "1.0.0"
version = "1.1.0"
source = { editable = "." }
dependencies = [
{ name = "mcp", extra = ["cli"] },