hdri and moidel import working
This commit is contained in:
parent
d9b2a6e68c
commit
2cd82ad93d
350
addon.py
350
addon.py
@ -3,7 +3,12 @@ import json
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import threading
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import socket
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import time
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import requests # Add this import for HTTP requests
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import tempfile # Add this import for temporary directories
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from bpy.props import StringProperty, IntProperty
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import traceback
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import os
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import shutil
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bl_info = {
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"name": "Blender MCP",
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@ -134,7 +139,7 @@ class BlenderMCPServer:
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except Exception as e:
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print(f"Error executing command: {str(e)}")
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import traceback
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traceback.print_exc()
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return {"status": "error", "message": str(e)}
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@ -159,6 +164,10 @@ class BlenderMCPServer:
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"execute_code": self.execute_code,
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"set_material": self.set_material,
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"render_scene": self.render_scene,
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# Add Polyhaven handlers
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"get_polyhaven_categories": self.get_polyhaven_categories,
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"search_polyhaven_assets": self.search_polyhaven_assets,
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"download_polyhaven_asset": self.download_polyhaven_asset,
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}
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handler = handlers.get(cmd_type)
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@ -170,7 +179,6 @@ class BlenderMCPServer:
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return {"status": "success", "result": result}
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except Exception as e:
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print(f"Error in handler: {str(e)}")
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import traceback
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traceback.print_exc()
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return {"status": "error", "message": str(e)}
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else:
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@ -216,7 +224,6 @@ class BlenderMCPServer:
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return scene_info
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except Exception as e:
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print(f"Error in get_scene_info: {str(e)}")
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import traceback
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traceback.print_exc()
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return {"error": str(e)}
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@ -427,7 +434,6 @@ class BlenderMCPServer:
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except Exception as e:
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print(f"Error in set_material: {str(e)}")
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import traceback
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traceback.print_exc()
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return {
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"status": "error",
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@ -456,6 +462,342 @@ class BlenderMCPServer:
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"resolution": [bpy.context.scene.render.resolution_x, bpy.context.scene.render.resolution_y],
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}
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def get_polyhaven_categories(self, asset_type):
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"""Get categories for a specific asset type from Polyhaven"""
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try:
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if asset_type not in ["hdris", "textures", "models", "all"]:
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return {"error": f"Invalid asset type: {asset_type}. Must be one of: hdris, textures, models, all"}
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response = requests.get(f"https://api.polyhaven.com/categories/{asset_type}")
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if response.status_code == 200:
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return {"categories": response.json()}
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else:
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return {"error": f"API request failed with status code {response.status_code}"}
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except Exception as e:
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return {"error": str(e)}
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def search_polyhaven_assets(self, asset_type=None, categories=None):
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"""Search for assets from Polyhaven with optional filtering"""
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try:
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url = "https://api.polyhaven.com/assets"
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params = {}
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if asset_type and asset_type != "all":
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if asset_type not in ["hdris", "textures", "models"]:
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return {"error": f"Invalid asset type: {asset_type}. Must be one of: hdris, textures, models, all"}
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params["type"] = asset_type
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if categories:
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params["categories"] = categories
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response = requests.get(url, params=params)
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if response.status_code == 200:
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# Limit the response size to avoid overwhelming Blender
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assets = response.json()
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# Return only the first 20 assets to keep response size manageable
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limited_assets = {}
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for i, (key, value) in enumerate(assets.items()):
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if i >= 20: # Limit to 20 assets
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break
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limited_assets[key] = value
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return {"assets": limited_assets, "total_count": len(assets), "returned_count": len(limited_assets)}
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else:
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return {"error": f"API request failed with status code {response.status_code}"}
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except Exception as e:
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return {"error": str(e)}
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def download_polyhaven_asset(self, asset_id, asset_type, resolution="1k", file_format=None):
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"""Download an asset from Polyhaven and import it into Blender"""
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try:
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# First get the files information
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files_response = requests.get(f"https://api.polyhaven.com/files/{asset_id}")
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if files_response.status_code != 200:
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return {"error": f"Failed to get asset files: {files_response.status_code}"}
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files_data = files_response.json()
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# Handle different asset types
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if asset_type == "hdris":
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# For HDRIs, download the .hdr or .exr file
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if not file_format:
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file_format = "hdr" # Default format for HDRIs
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if "hdri" in files_data and resolution in files_data["hdri"] and file_format in files_data["hdri"][resolution]:
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file_info = files_data["hdri"][resolution][file_format]
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file_url = file_info["url"]
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# For HDRIs, we need to save to a temporary file first
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# since Blender can't properly load HDR data directly from memory
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with tempfile.NamedTemporaryFile(suffix=f".{file_format}", delete=False) as tmp_file:
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# Download the file
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response = requests.get(file_url)
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if response.status_code != 200:
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return {"error": f"Failed to download HDRI: {response.status_code}"}
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tmp_file.write(response.content)
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tmp_path = tmp_file.name
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try:
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# Create a new world if none exists
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if not bpy.data.worlds:
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bpy.data.worlds.new("World")
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world = bpy.data.worlds[0]
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world.use_nodes = True
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node_tree = world.node_tree
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# Clear existing nodes
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for node in node_tree.nodes:
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node_tree.nodes.remove(node)
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# Create nodes
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tex_coord = node_tree.nodes.new(type='ShaderNodeTexCoord')
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tex_coord.location = (-800, 0)
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mapping = node_tree.nodes.new(type='ShaderNodeMapping')
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mapping.location = (-600, 0)
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# Load the image from the temporary file
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env_tex = node_tree.nodes.new(type='ShaderNodeTexEnvironment')
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env_tex.location = (-400, 0)
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env_tex.image = bpy.data.images.load(tmp_path)
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# FIXED: Use a color space that exists in all Blender versions
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if file_format.lower() == 'exr':
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# Try to use Linear color space for EXR files
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try:
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env_tex.image.colorspace_settings.name = 'Linear'
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except:
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# Fallback to Non-Color if Linear isn't available
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env_tex.image.colorspace_settings.name = 'Non-Color'
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else: # hdr
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# For HDR files, try these options in order
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for color_space in ['Linear', 'Linear Rec.709', 'Non-Color']:
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try:
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env_tex.image.colorspace_settings.name = color_space
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break # Stop if we successfully set a color space
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except:
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continue
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background = node_tree.nodes.new(type='ShaderNodeBackground')
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background.location = (-200, 0)
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output = node_tree.nodes.new(type='ShaderNodeOutputWorld')
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output.location = (0, 0)
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# Connect nodes
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node_tree.links.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])
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node_tree.links.new(mapping.outputs['Vector'], env_tex.inputs['Vector'])
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node_tree.links.new(env_tex.outputs['Color'], background.inputs['Color'])
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node_tree.links.new(background.outputs['Background'], output.inputs['Surface'])
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# Set as active world
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bpy.context.scene.world = world
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# Clean up temporary file
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try:
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tempfile._cleanup() # This will clean up all temporary files
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except:
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pass
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return {
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"success": True,
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"message": f"HDRI {asset_id} imported successfully",
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"image_name": env_tex.image.name
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}
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except Exception as e:
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return {"error": f"Failed to set up HDRI in Blender: {str(e)}"}
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else:
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return {"error": f"Requested resolution or format not available for this HDRI"}
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elif asset_type == "textures":
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# For textures, download available maps
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if not file_format:
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file_format = "jpg" # Default format for textures
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# Find available maps (diffuse, normal, etc.)
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downloaded_maps = {}
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for map_type in files_data:
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if map_type not in ["blend", "gltf"]: # Skip non-texture files
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if resolution in files_data[map_type] and file_format in files_data[map_type][resolution]:
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file_info = files_data[map_type][resolution][file_format]
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file_url = file_info["url"]
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# Download the file directly into Blender's memory
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response = requests.get(file_url)
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if response.status_code == 200:
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# Create a new image in Blender's memory
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image_name = f"{asset_id}_{map_type}.{file_format}"
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image = bpy.data.images.new(name=image_name, width=1, height=1)
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# Save the downloaded data
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image.file_format = file_format.upper()
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image.filepath_raw = f"/tmp/{image_name}" # This is just for reference
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image.pack(data=response.content)
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downloaded_maps[map_type] = image
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if not downloaded_maps:
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return {"error": f"No texture maps found for the requested resolution and format"}
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# Create a new material with the downloaded textures
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mat = bpy.data.materials.new(name=asset_id)
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mat.use_nodes = True
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nodes = mat.node_tree.nodes
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links = mat.node_tree.links
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# Clear default nodes
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for node in nodes:
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nodes.remove(node)
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# Create output node
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output = nodes.new(type='ShaderNodeOutputMaterial')
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output.location = (300, 0)
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# Create principled BSDF node
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principled = nodes.new(type='ShaderNodeBsdfPrincipled')
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principled.location = (0, 0)
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links.new(principled.outputs[0], output.inputs[0])
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# Add texture nodes based on available maps
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tex_coord = nodes.new(type='ShaderNodeTexCoord')
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tex_coord.location = (-800, 0)
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mapping = nodes.new(type='ShaderNodeMapping')
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mapping.location = (-600, 0)
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links.new(tex_coord.outputs['UV'], mapping.inputs['Vector'])
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# Position offset for texture nodes
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x_pos = -400
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y_pos = 300
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# Connect different texture maps
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for map_type, image in downloaded_maps.items():
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tex_node = nodes.new(type='ShaderNodeTexImage')
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tex_node.location = (x_pos, y_pos)
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tex_node.image = image
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tex_node.image.colorspace_settings.name = 'sRGB' if map_type in ['color', 'diffuse', 'albedo'] else 'Non-Color'
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links.new(mapping.outputs['Vector'], tex_node.inputs['Vector'])
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# Connect to appropriate input on Principled BSDF
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if map_type in ['color', 'diffuse', 'albedo']:
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links.new(tex_node.outputs['Color'], principled.inputs['Base Color'])
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elif map_type in ['roughness', 'rough']:
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links.new(tex_node.outputs['Color'], principled.inputs['Roughness'])
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elif map_type in ['metallic', 'metalness', 'metal']:
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links.new(tex_node.outputs['Color'], principled.inputs['Metallic'])
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elif map_type in ['normal', 'nor']:
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# Add normal map node
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normal_map = nodes.new(type='ShaderNodeNormalMap')
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normal_map.location = (x_pos + 200, y_pos)
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links.new(tex_node.outputs['Color'], normal_map.inputs['Color'])
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links.new(normal_map.outputs['Normal'], principled.inputs['Normal'])
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elif map_type in ['displacement', 'disp', 'height']:
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# Add displacement node
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disp_node = nodes.new(type='ShaderNodeDisplacement')
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disp_node.location = (x_pos + 200, y_pos - 200)
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links.new(tex_node.outputs['Color'], disp_node.inputs['Height'])
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links.new(disp_node.outputs['Displacement'], output.inputs['Displacement'])
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y_pos -= 250
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return {
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"success": True,
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"message": f"Texture {asset_id} imported as material",
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"material": mat.name,
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"maps": list(downloaded_maps.keys())
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}
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elif asset_type == "models":
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# For models, prefer glTF format if available
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if not file_format:
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file_format = "gltf" # Default format for models
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if file_format in files_data and resolution in files_data[file_format]:
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file_info = files_data[file_format][resolution][file_format]
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file_url = file_info["url"]
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# Create a temporary directory to store the model and its dependencies
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temp_dir = tempfile.mkdtemp()
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main_file_path = ""
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try:
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# Download the main model file
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main_file_name = file_url.split("/")[-1]
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main_file_path = os.path.join(temp_dir, main_file_name)
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response = requests.get(file_url)
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if response.status_code != 200:
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return {"error": f"Failed to download model: {response.status_code}"}
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with open(main_file_path, "wb") as f:
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f.write(response.content)
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# Check for included files and download them
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if "include" in file_info and file_info["include"]:
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for include_path, include_info in file_info["include"].items():
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# Get the URL for the included file - this is the fix
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include_url = include_info["url"]
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# Create the directory structure for the included file
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include_file_path = os.path.join(temp_dir, include_path)
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os.makedirs(os.path.dirname(include_file_path), exist_ok=True)
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# Download the included file
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include_response = requests.get(include_url)
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if include_response.status_code == 200:
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with open(include_file_path, "wb") as f:
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f.write(include_response.content)
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else:
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print(f"Failed to download included file: {include_path}")
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# Import the model into Blender
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if file_format == "gltf" or file_format == "glb":
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bpy.ops.import_scene.gltf(filepath=main_file_path)
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elif file_format == "fbx":
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bpy.ops.import_scene.fbx(filepath=main_file_path)
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elif file_format == "obj":
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bpy.ops.import_scene.obj(filepath=main_file_path)
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elif file_format == "blend":
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# For blend files, we need to append or link
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with bpy.data.libraries.load(main_file_path, link=False) as (data_from, data_to):
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data_to.objects = data_from.objects
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# Link the objects to the scene
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for obj in data_to.objects:
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if obj is not None:
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bpy.context.collection.objects.link(obj)
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else:
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return {"error": f"Unsupported model format: {file_format}"}
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# Get the names of imported objects
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imported_objects = [obj.name for obj in bpy.context.selected_objects]
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return {
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"success": True,
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"message": f"Model {asset_id} imported successfully",
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"imported_objects": imported_objects
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}
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except Exception as e:
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return {"error": f"Failed to import model: {str(e)}"}
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finally:
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# Clean up temporary directory
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try:
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shutil.rmtree(temp_dir)
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except:
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print(f"Failed to clean up temporary directory: {temp_dir}")
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else:
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return {"error": f"Requested format or resolution not available for this model"}
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else:
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return {"error": f"Unsupported asset type: {asset_type}"}
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except Exception as e:
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return {"error": f"Failed to download asset: {str(e)}"}
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# Blender UI Panel
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class BLENDERMCP_PT_Panel(bpy.types.Panel):
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bl_label = "Blender MCP"
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@ -263,41 +263,7 @@ def get_object_info(ctx: Context, object_name: str) -> str:
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# Tool endpoints
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@mcp.tool()
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def create_primitive(
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ctx: Context,
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type: str = "CUBE",
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location: List[float] = None,
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color: List[float] = None
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) -> str:
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"""
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Create a basic primitive object in Blender.
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Parameters:
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- type: Object type (CUBE, SPHERE, CYLINDER, PLANE)
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- location: Optional [x, y, z] location coordinates
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- color: Optional [R, G, B] color values (0.0-1.0)
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"""
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try:
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blender = get_blender_connection()
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loc = location or [0, 0, 0]
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# First create the object
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params = {
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"type": type,
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"location": loc
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}
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result = blender.send_command("create_object", params)
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# If color specified, set the material
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if color:
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blender.send_command("set_material", {
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"object_name": result["name"],
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"color": color
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})
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return f"Created {type} at location {loc}"
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except Exception as e:
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return f"Error creating primitive: {str(e)}"
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@mcp.tool()
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def set_object_property(
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@ -474,15 +440,137 @@ def execute_blender_code(ctx: Context, code: str) -> str:
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logger.error(f"Error executing code: {str(e)}")
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return f"Error executing code: {str(e)}"
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@mcp.prompt()
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def create_basic_object() -> str:
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"""Create a single object with basic properties"""
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return """Create a blue cube at position [0, 1, 0]"""
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@mcp.tool()
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def get_polyhaven_categories(ctx: Context, asset_type: str = "hdris") -> str:
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"""
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Get a list of categories for a specific asset type on Polyhaven.
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Parameters:
|
||||
- asset_type: The type of asset to get categories for (hdris, textures, models, all)
|
||||
|
||||
Returns a list of categories with the count of assets in each category.
|
||||
"""
|
||||
try:
|
||||
blender = get_blender_connection()
|
||||
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.prompt()
|
||||
def modify_basic_object() -> str:
|
||||
"""Modify a single property of an object"""
|
||||
return """Make the cube red"""
|
||||
@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)}"
|
||||
|
||||
# Main execution
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user