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2.17.0-alpha2
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2.17.1
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@@ -41,42 +41,58 @@ Give Speckle a try in no time by:
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- [](https://speckle.guide/user/blender.html) reference on almost any end-user and developer functionality
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# Repo structure
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# Blender Connector
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The Speckle UI can be found in the 3d viewport toolbar (N), under the Speckle tab.
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Head to the [**📚 documentation**](https://speckle.guide/user/blender.html) for more information.
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## Disclaimer
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This code is WIP and as such should be used with extreme caution on non-sensitive projects.
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## Installation
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1. Place `bpy_speckle` folder in your `addons` folder. On Windows this is typically `%APPDATA%/Blender Foundation/Blender/2.80/scripts/addons`.
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2. Go to `Edit->Preferences` (Ctrl + Alt + U)
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3. Go to the `Add-ons` tab
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4. Find and enable `SpeckleBlender 2.0` in the `Scene` category. <!-- **If enabling for the first time, expect the UI to freeze for bit while it silently installs all the dependencies.** -->
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5. The Speckle UI can be found in the 3d viewport toolbar (N), under the `Speckle` tab.
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Currently, we are supporting all Blender 3.X versions on Windows and Mac.
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We have experimental support for Blender 4.0 and greater.
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Please follow our installation instructions on our [connector docs](https://speckle.guide/user/blender.html#installation)
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## Usage
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Once enabled in `Preferences -> Addons`,
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The Speckle connector UI can be found in the 3d viewport toolbar (N), under the `Speckle` tab.
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- Available user accounts are automatically detected and made available. To add user accounts use **Speckle Manager**.
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- Select the user from the dropdown list in the `Users` panel. This will populate the `Streams` list with available streams for the selected user.
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- Select a branch and commit from the dropdown menus.
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- Click on `Receive` to download the objects from the selected stream, branch, and commit. The stream objects will be loaded into a Blender Collection, named `<STREAM_NAME> [ <STREAM_BRANCH> @ <BRANCH_COMMIT> ]`. <!-- You can filter the stream by entering a query into the `Filter` field (i.e. `properties.weight>10` or `type="Mesh"`). -->
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- Click on `Open Stream in Web` to view the stream in your web browser.
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## Caveats
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## Supported Elements
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- Mesh objects are supported. Breps are imported as meshes using their `displayValue` data.
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- Curves have limited support: `Polylines` are supported; `NurbsCurves` are supported, though they are not guaranteed to look the same; `Lines` are supported; `Arcs` are not supported, though they are very roughly approximated; `PolyCurves` are supported for linear / polyline segments and very approximate arc segments. These conversions are a point of focus for further development.
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The Blender Connector is still a work in progress and, as such, data sent from the Blender connector is a highly lossy exchange. Our connectors are ever evolving to facilitate more and more Speckle usecases. We welcome feedback, requests, edge cases, and contributions!
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## Custom properties
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The full matrix of supported Blender and Speckle types [can be found here](https://speckle.guide/user/support-tables.html#blender)
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## Additional Features
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- **SpeckleBlender** will look for a `texture_coordinates` property and use that to create a UV layer for the imported object. These texture coordinates are a space-separated list of floats (`[u v u v u v etc...]`) that is encoded as a base64 blob. This is subject to change as **SpeckleBlender** develops.
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- If a `renderMaterial` property is found, **SpeckleBlender** will create a material named using the sub-property `renderMaterial.name`. If a material with that name already exists in Blender, **SpeckleBlender** will just assign that existing material to the object. This allows geometry to be updated without having to re-assign and re-create materials.
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- Vertex colors are supported. The `colors` list from Speckle meshes is translated to a vertex color layer.
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- Speckle properties will be imported as custom properties on Blender objects. Nested dictionaries are expanded to individual properties by flattening their key hierarchy. I.e. `propA:{'propB': {'propC':10, 'propD':'foobar'}}` is flattened to `propA.propB.propC = 10` and `propA.propB.propD = "foobar"`.
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- If a `renderMaterial` property is found, **SpeckleBlender** will create a material named using the sub-property `renderMaterial.name`. If a material with that name already exists in Blender, **SpeckleBlender** will just assign that existing material to the object. This allows geometry to be updated without having to re-assign and re-create materials.
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- Receiving vertex colors are supported. The `colors` list from Speckle meshes is translated to a vertex color layer.
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- Receive/Send scripts. Allow injecting a custom python function to the receive/send process to automate any blender operations
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## Dependency Installation and Compatibility with Other Blender Addons
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Upon first launch of the addon, the Speckle connector installs its SpecklePy dependencies in `%appdata%/Speckle/connector_installations` on Windows and `~/.config/Speckle/connector_installations` on Mac.
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This is done through our [`installer.py`](https://github.com/specklesystems/speckle-blender/blob/main/bpy_speckle/installer.py). Through pip, we install the correct version of each dependency for your blender python version, host OS, and system architecture.
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As such, an internet connection is required for first launch of the connector.
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Other blender addons may require dependencies that conflict with specklepy. In these cases, one or both addons may fail to load.
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If you suspect you're seeing a conflict, Please uninstall other third party addons one at a time to identify which addon is conflicting.
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If you find an addon that conflicts, please try using a different version of that addon (newer or older).
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If you can't find a version of an addon that works, please let us know on [our forums](https://speckle.community/) the name of the addon, the versions you've tried, the version of the Speckle connector you've tried, and your OS (win/mac/linux).
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## Contributing
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@@ -10,22 +10,22 @@ from attrs import define
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ELEMENTS = "elements"
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def _id(natvive_object: ID) -> str:
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def _id(native_object: ID) -> str:
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#NOTE: to avoid naming collisions, we prefix collections and objects differently
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return f"{type(natvive_object).__name__}:{natvive_object.name_full}"
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return f"{type(native_object).__name__}:{native_object.name_full}"
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def _try_id(natvive_object: Optional[Union[Collection, Object]]) -> Optional[str]:
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return _id(natvive_object) if natvive_object else None
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def _try_id(native_object: Optional[Union[Collection, Object]]) -> Optional[str]:
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return _id(native_object) if native_object else None
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def convert_collection_to_speckle(col: Collection) -> SCollection:
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convered_collection = SCollection(name = col.name_full, collectionType = "Blender Collection", elements = [])
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convered_collection.applicationId = _id(col)
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converted_collection = SCollection(name = col.name_full, collectionType = "Blender Collection", elements = [])
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converted_collection.applicationId = _id(col)
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color_tag = col.color_tag
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if color_tag and color_tag != "NONE":
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convered_collection["colorTag"] = col.color_tag
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converted_collection["colorTag"] = col.color_tag
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return convered_collection
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return converted_collection
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@define(slots=True)
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class BlenderCommitObjectBuilder(CommitObjectBuilder[Object]):
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@@ -67,11 +67,11 @@ class BlenderCommitObjectBuilder(CommitObjectBuilder[Object]):
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# parent = self.find_collection_parent(col)
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# self.set_relationship(id, (_try_builder_id(parent), ELEMENTS), (ROOT, ELEMENTS))
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convered_collection = convert_collection_to_speckle(col)
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self.converted[id] = convered_collection
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self._collections[id] = convered_collection
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converted_collection = convert_collection_to_speckle(col)
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self.converted[id] = converted_collection
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self._collections[id] = converted_collection
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return convered_collection
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return converted_collection
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def build_commit_object(self, root_commit_object: Base) -> None:
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assert(root_commit_object.applicationId in self.converted)
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@@ -52,7 +52,7 @@ def can_convert_to_native(speckle_object: Base) -> bool:
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return True
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return False
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convert_instances_as: str #HACK: This is hacky, we need a better way to pass settings down to the converter
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convert_instances_as: str = "" #HACK: This is hacky, we need a better way to pass settings down to the converter
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def set_convert_instances_as(value: str):
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global convert_instances_as
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convert_instances_as = value
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@@ -34,7 +34,7 @@ from bpy_speckle.functions import _report
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Units: str = "m" # The desired final units to send
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UnitsScale: float = 1 # The scale factor conversions need to apply to position data to get to the desired units
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CAN_CONVERT_TO_SPECKLE = ("MESH", "CURVE", "EMPTY", "CAMERA")
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CAN_CONVERT_TO_SPECKLE = ("MESH", "CURVE", "EMPTY", "CAMERA", "FONT", "SURFACE", "META")
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def convert_to_speckle(raw_blender_object: Object, units_scale: float, units: str, depsgraph: Optional[Depsgraph]) -> Base:
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@@ -69,6 +69,8 @@ def convert_to_speckle(raw_blender_object: Object, units_scale: float, units: st
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converted = empty_to_speckle(blender_object)
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elif blender_type == "CAMERA":
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converted = camera_to_speckle_view(blender_object, cast(NCamera, blender_object.data))
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elif blender_type == "FONT" or "SURFACE" or "META":
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converted = anything_to_speckle_mesh(blender_object)
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if not converted:
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raise Exception("Conversion returned None")
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@@ -370,6 +372,12 @@ def curve_to_speckle_geometry(blender_object: Object, data: bpy.types.Curve) ->
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return (meshes, curves)
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def anything_to_speckle_mesh(blender_object: Object) -> Base:
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mesh = mesh_to_speckle(blender_object, blender_object.to_mesh())
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blender_object.to_mesh_clear()
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return mesh
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@deprecated
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def ngons_to_speckle_polylines(blender_object: Object, data: bpy.types.Mesh) -> Optional[List[Polyline]]:
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UNITS = "m" if bpy.context.scene.unit_settings.system == "METRIC" else "ft"
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@@ -410,8 +418,10 @@ def material_to_speckle(blender_mat: bpy.types.Material) -> RenderMaterial:
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if blender_mat.use_nodes:
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if blender_mat.node_tree.nodes.get("Principled BSDF"):
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inputs = blender_mat.node_tree.nodes["Principled BSDF"].inputs
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emission_color = "Emission" if "Emission" in inputs else "Emission Color" # type: ignore
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speckle_mat.diffuse = to_argb_int(inputs["Base Color"].default_value) # type: ignore
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speckle_mat.emissive = to_argb_int(inputs["Emission"].default_value) # type: ignore
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speckle_mat.emissive = to_argb_int(inputs[emission_color].default_value) # type: ignore
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speckle_mat.roughness = inputs["Roughness"].default_value # type: ignore
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speckle_mat.metalness = inputs["Metallic"].default_value # type: ignore
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speckle_mat.opacity = inputs["Alpha"].default_value # type: ignore
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@@ -515,14 +525,13 @@ def empty_to_speckle(blender_object: Object) -> Union[BlockInstance, Base]:
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# probably an instance collection (block) so let's try it
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if blender_object.instance_collection and blender_object.instance_type == "COLLECTION":
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# Empty -> Block
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return block_instance_to_speckle(blender_object)
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else:
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#raise ConversionSkippedException("Sending non-collection instance empties are not currently supported")
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# Empty -> Point
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wrapper = Base()
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wrapper["@displayValue"] = matrix_to_speckle_point(cast(MMatrix, blender_object.matrix_world))
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return wrapper
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#TODO: we could do a Empty -> Point conversion here. However, the viewer (and likely other apps) don't support a pont with "elements"
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#return matrix_to_speckle_point(cast(MMatrix, blender_object.matrix_world))
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def matrix_to_speckle_point(matrix: MMatrix, units_scale: float = 1.0) -> Point:
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@@ -8,7 +8,7 @@ from specklepy.objects.geometry import Mesh
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from specklepy.objects.other import RenderMaterial
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from bpy_speckle.convert.constants import IGNORED_PROPERTY_KEYS
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from bpy_speckle.functions import _report
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from bpy.types import Material, Object, Collection as BCollection, Node, ShaderNodeVertexColor
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from bpy.types import Material, Object, Collection as BCollection, Node, ShaderNodeVertexColor, NodeInputs
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from specklepy.objects.graph_traversal.traversal import TraversalContext
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@@ -88,11 +88,14 @@ def render_material_to_native(speckle_mat: RenderMaterial) -> Material:
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inputs = blender_mat.node_tree.nodes["Principled BSDF"].inputs
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inputs["Base Color"].default_value = to_rgba(speckle_mat.diffuse) # type: ignore
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inputs["Emission"].default_value = to_rgba(speckle_mat.emissive) # type: ignore
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inputs["Roughness"].default_value = speckle_mat.roughness # type: ignore
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inputs["Metallic"].default_value = speckle_mat.metalness # type: ignore
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inputs["Alpha"].default_value = speckle_mat.opacity # type: ignore
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# Blender >=4.0 use "Emission Color"
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emission_color = "Emission" if "Emission" in inputs else "Emission Color" # type: ignore
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inputs[emission_color].default_value = to_rgba(speckle_mat.emissive) # type: ignore
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if speckle_mat.opacity < 1.0:
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blender_mat.blend_method = "BLEND"
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@@ -171,7 +171,7 @@ class LoadUserStreams(bpy.types.Operator):
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bl_description = "(Re)load all available user streams"
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stream_limit: int = 20
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branch_limit: int = 20
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branch_limit: int = 100
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def execute(self, context):
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try:
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@@ -7,7 +7,7 @@ license = "Apache-2.0"
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[tool.poetry.dependencies]
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python = ">=3.8, <4.0.0"
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specklepy = "^2.16.2"
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specklepy = "^2.17.17"
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attrs = "^23.1.0"
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# [tool.poetry.group.local_specklepy.dependencies]
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Reference in New Issue
Block a user