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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
"name": "BlenderKit Asset Library",
"author": "Vilem Duha, Petr Dlouhy",
"version": (1, 0, 29),
"blender": (2, 82, 0),
"location": "View3D > Properties > BlenderKit",
"description": "Online BlenderKit library (materials, models, brushes and more)",
"warning": "",
"wiki_url": "https://youtu.be/1hVgcQhIAo8"
"Scripts/Add_Mesh/BlenderKit",
"category": "Add Mesh",
}
if "bpy" in locals():
from importlib import reload
asset_inspector = reload(asset_inspector)
search = reload(search)
download = reload(download)
upload = reload(upload)
ratings = reload(ratings)
autothumb = reload(autothumb)
ui = reload(ui)
bg_blender = reload(bg_blender)
paths = reload(paths)
utils = reload(utils)
overrides = reload(overrides)
ui_panels = reload(ui_panels)
categories = reload(categories)
bkit_oauth = reload(bkit_oauth)
tasks_queue = reload(tasks_queue)
else:
from blenderkit import asset_inspector, search, download, upload, ratings, autothumb, ui, bg_blender, paths, utils, \
overrides, ui_panels, categories, bkit_oauth, tasks_queue
import os
import math
import time
# import logging
import bpy
from bpy.app.handlers import persistent
import bpy.utils.previews
import mathutils
from mathutils import Vector
from bpy.props import (
IntProperty,
FloatProperty,
FloatVectorProperty,
StringProperty,
EnumProperty,
BoolProperty,
PointerProperty,
)
from bpy.types import (
Operator,
Panel,
AddonPreferences,
PropertyGroup,
)
# logging.basicConfig(filename = 'blenderkit.log', level = logging.INFO,
# format = ' %(asctime)s:%(filename)s:%(funcName)s:%(lineno)d:%(message)s')
@persistent
def scene_load(context):
search.load_previews()
ui_props = bpy.context.scene.blenderkitUI
ui_props.assetbar_on = False
ui_props.turn_off = False
preferences = bpy.context.preferences.addons['blenderkit'].preferences
preferences.login_attempt = False
def check_timers_timer():
''' checks if all timers are registered regularly. Prevents possible bugs from stopping the addon.'''
if not bpy.app.timers.is_registered(search.timer_update):
bpy.app.timers.register(search.timer_update)
if not bpy.app.timers.is_registered(download.timer_update):
bpy.app.timers.register(download.timer_update)
if not (bpy.app.timers.is_registered(tasks_queue.queue_worker)):
bpy.app.timers.register(tasks_queue.queue_worker)
if not bpy.app.timers.is_registered(bg_blender.bg_update):
bpy.app.timers.register(bg_blender.bg_update)
return 5.0
licenses = (
('royalty_free', 'Royalty Free', 'royalty free commercial license'),
('cc_zero', 'Creative Commons Zero', 'Creative Commons Zero'),
)
conditions = (
('UNSPECIFIED', 'Unspecified', "Don't use this in search"),
('NEW', 'New', 'Shiny new item'),
('USED', 'Used', 'Casually used item'),
('OLD', 'Old', 'Old item'),
('DESOLATE', 'Desolate', 'Desolate item - dusty & rusty'),
)
model_styles = (
('REALISTIC', 'Realistic', "photo realistic model"),
('PAINTERLY', 'Painterly', 'hand painted with visible strokes, mostly for games'),
('LOWPOLY', 'Lowpoly', "Lowpoly art -don't mix up with polycount!"),
('ANIME', 'Anime', 'Anime style'),
('2D_VECTOR', '2d Vector', '2d vector'),
('3D_GRAPHICS', '3d Graphics', '3d graphics'),
('OTHER', 'Other', 'Other style'),
)
search_model_styles = (
('REALISTIC', 'Realistic', "photo realistic model"),
('PAINTERLY', 'Painterly', 'hand painted with visible strokes, mostly for games'),
('LOWPOLY', 'Lowpoly', "Lowpoly art -don't mix up with polycount!"),
('ANIME', 'Anime', 'Anime style'),
('2D_VECTOR', '2d Vector', '2d vector'),
('3D_GRAPHICS', '3d Graphics', '3d graphics'),
('OTHER', 'Other', 'Other Style'),
('ANY', 'Any', 'Any Style'),
)
material_styles = (
('REALISTIC', 'Realistic', "photo realistic model"),
('NPR', 'Non photorealistic', 'hand painted with visible strokes, mostly for games'),
('OTHER', 'Other', 'Other style'),
)
search_material_styles = (
('REALISTIC', 'Realistic', "photo realistic model"),
('NPR', 'Non photorealistic', 'hand painted with visible strokes, mostly for games'),
('ANY', 'Any', 'Any'),
)
engines = (
('CYCLES', 'Cycles', 'blender cycles pathtracer'),
('EEVEE', 'Eevee', 'blender eevee renderer'),
('OCTANE', 'Octane', 'octane render enginge'),
('ARNOLD', 'Arnold', 'arnold render engine'),
('V-RAY', 'V-Ray', 'V-Ray renderer'),
('UNREAL', 'Unreal', 'Unreal engine'),
('UNITY', 'Unity', 'Unity engine'),
('GODOT', 'Godot', 'Godot engine'),
('3D-PRINT', '3d printer', 'object can be 3d printed'),
('OTHER', 'Other', 'any other engine'),
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('NONE', 'None', 'no more engine block'),
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)
pbr_types = (
('METALLIC', 'Metallic-Roughness', 'Metallic/Roughness PBR material type'),
('SPECULAR', 'Specular Glossy', ''),
)
mesh_poly_types = (
('QUAD', 'quad', ''),
('QUAD_DOMINANT', 'quad_dominant', ''),
('TRI_DOMINANT', 'tri_dominant', ''),
('TRI', 'tri', ''),
('NGON', 'ngon_dominant', ''),
('OTHER', 'other', ''),
)
thumbnail_angles = (
('DEFAULT', 'default', ''),
('FRONT', 'front', ''),
('SIDE', 'side', ''),
('TOP', 'top', ''),
)
thumbnail_snap = (
('GROUND', 'ground', ''),
('WALL', 'wall', ''),
('CEILING', 'ceiling', ''),
('FLOAT', 'floating', ''),
)
thumbnail_resolutions = (
('256', '256', ''),
('512', '512 - minimum for public', ''),
('1024', '1024', ''),
('2048', '2048', ''),
)
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def get_upload_asset_type(self):
typemapper = {
BlenderKitModelUploadProps: 'model',
BlenderKitSceneUploadProps: 'scene',
BlenderKitMaterialUploadProps: 'material',
BlenderKitBrushUploadProps: 'brush'
}
asset_type = typemapper[type(self)]
return asset_type
def get_subcategory_enums(self, context):
wm = bpy.context.window_manager
asset_type = get_upload_asset_type(self)
items = []
if self.category != '':
asset_categories = categories.get_category(wm['bkit_categories'], cat_path=(asset_type, self.category,))
for c in asset_categories['children']:
items.append((c['slug'], c['name'], c['description']))
return items
def get_category_enums(self, context):
wm = bpy.context.window_manager
asset_type = get_upload_asset_type(self)
asset_categories = categories.get_category(wm['bkit_categories'], cat_path=(asset_type,))
items = []
for c in asset_categories['children']:
items.append((c['slug'], c['name'], c['description']))
return items
def switch_search_results(self, context):
s = bpy.context.scene
props = s.blenderkitUI
if props.asset_type == 'MODEL':
s['search results'] = s.get('bkit model search')
elif props.asset_type == 'SCENE':
s['search results'] = s.get('bkit scene search')
elif props.asset_type == 'MATERIAL':
s['search results'] = s.get('bkit material search')
elif props.asset_type == 'TEXTURE':
s['search results'] = s.get('bkit texture search')
elif props.asset_type == 'BRUSH':
s['search results'] = s.get('bkit brush search')
def asset_type_callback(self, context):
#s = bpy.context.scene
#ui_props = s.blenderkitUI
if self.down_up == 'SEARCH':
items = (
('MODEL', 'Search Models', 'Browse models', 'OBJECT_DATAMODE', 0),
# ('SCENE', 'SCENE', 'Browse scenes', 'SCENE_DATA', 1),
('MATERIAL', 'Search Materials', 'Browse materials', 'MATERIAL', 2),
# ('TEXTURE', 'Texture', 'Browse textures', 'TEXTURE', 3),
('BRUSH', 'Search Brushes', 'Browse brushes', 'BRUSH_DATA', 3)
)
else:
items = (
('MODEL', 'Upload Model', 'Upload a model to BlenderKit', 'OBJECT_DATAMODE', 0),
# ('SCENE', 'SCENE', 'Browse scenes', 'SCENE_DATA', 1),
('MATERIAL', 'Uplaod Material', 'Upload a material to BlenderKit', 'MATERIAL', 2),
# ('TEXTURE', 'Texture', 'Browse textures', 'TEXTURE', 3),
('BRUSH', 'Upload Brush', 'Upload a brush to BlenderKit', 'BRUSH_DATA', 3)
class BlenderKitUIProps(PropertyGroup):
down_up: EnumProperty(
name="Download vs Upload",
items=(
('SEARCH', 'Search', 'Sctivate searching', 'VIEWZOOM', 0),
('UPLOAD', 'Upload', 'Activate uploading', 'COPYDOWN', 1),
# ('RATING', 'Rating', 'Activate rating', 'SOLO_ON', 2)
),
description="BLenderKit",
default="SEARCH",
)
asset_type: EnumProperty(
name="BlenderKit Active Asset Type",
update=switch_search_results
)
# these aren't actually used ( by now, seems to better use globals in UI module:
draw_tooltip: BoolProperty(name="Draw Tooltip", default=False)
addon_update: BoolProperty(name="Should Update Addon", default=False)
tooltip: StringProperty(
name="Tooltip",
description="asset preview info",
default="")
ui_scale = 1
thumb_size_def = 96
margin_def = 0
thumb_size: IntProperty(name="Thumbnail Size", default=thumb_size_def, min=-1, max=256)
margin: IntProperty(name="Margin", default=margin_def, min=-1, max=256)
highlight_margin: IntProperty(name="Highlight Margin", default=int(margin_def / 2), min=-10, max=256)
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bar_height: IntProperty(name="Bar Height", default=thumb_size_def + 2 * margin_def, min=-1, max=2048)
bar_x_offset: IntProperty(name="Bar X Offset", default=20, min=0, max=5000)
bar_y_offset: IntProperty(name="Bar Y Offset", default=80, min=0, max=5000)
bar_x: IntProperty(name="Bar X", default=100, min=0, max=5000)
bar_y: IntProperty(name="Bar Y", default=100, min=50, max=5000)
bar_end: IntProperty(name="Bar End", default=100, min=0, max=5000)
bar_width: IntProperty(name="Bar Width", default=100, min=0, max=5000)
wcount: IntProperty(name="Width Count", default=10, min=0, max=5000)
hcount: IntProperty(name="Rows", default=5, min=0, max=5000)
reports_y: IntProperty(name="Reports Y", default=5, min=0, max=5000)
reports_x: IntProperty(name="Reports X", default=5, min=0, max=5000)
assetbar_on: BoolProperty(name="Assetbar On", default=False)
turn_off: BoolProperty(name="Turn Off", default=False)
mouse_x: IntProperty(name="Mouse X", default=0)
mouse_y: IntProperty(name="Mouse Y", default=0)
active_index: IntProperty(name="Active Index", default=-3)
scrolloffset: IntProperty(name="Scroll Offset", default=0)
drawoffset: IntProperty(name="Draw Offset", default=0)
dragging: BoolProperty(name="Dragging", default=False)
drag_init: BoolProperty(name="Drag Initialisation", default=False)
drag_length: IntProperty(name="Drag length", default=0)
draw_drag_image: BoolProperty(name="Draw Drag Image", default=False)
draw_snapped_bounds: BoolProperty(name="Draw Snapped Bounds", default=False)
snapped_location: FloatVectorProperty(name="Snapped Location", default=(0, 0, 0))
snapped_bbox_min: FloatVectorProperty(name="Snapped Bbox Min", default=(0, 0, 0))
snapped_bbox_max: FloatVectorProperty(name="Snapped Bbox Max", default=(0, 0, 0))
snapped_normal: FloatVectorProperty(name="Snapped Normal", default=(0, 0, 0))
snapped_rotation: FloatVectorProperty(name="Snapped Rotation", default=(0, 0, 0), subtype='QUATERNION')
has_hit: BoolProperty(name="has_hit", default=False)
thumbnail_image = StringProperty(
name="Thumbnail Image",
description="",
default=paths.get_addon_thumbnail_path('thumbnail_notready.jpg'))
#### rating UI props
rating_ui_scale = ui_scale
rating_button_on: BoolProperty(name="Rating Button On", default=True)
rating_menu_on: BoolProperty(name="Rating Menu On", default=False)
rating_on: BoolProperty(name="Rating on", default=True)
rating_button_width: IntProperty(name="Rating Button Width", default=50 * ui_scale)
rating_button_height: IntProperty(name="Rating Button Height", default=50 * ui_scale)
rating_x: IntProperty(name="Rating UI X", default=10)
rating_y: IntProperty(name="Rating UI Y", default=10)
rating_ui_width: IntProperty(name="Rating UI Width", default=rating_ui_scale * 600)
rating_ui_height: IntProperty(name="Rating UI Heightt", default=rating_ui_scale * 256)
quality_stars_x: IntProperty(name="Rating UI Stars X", default=rating_ui_scale * 90)
quality_stars_y: IntProperty(name="Rating UI Stars Y", default=rating_ui_scale * 190)
star_size: IntProperty(name="Star Size", default=rating_ui_scale * 50)
workhours_bar_slider_size: IntProperty(name="Workhours Bar Slider Size", default=rating_ui_scale * 30)
workhours_bar_x: IntProperty(name="Workhours Bar X", default=rating_ui_scale * (100 - 15))
workhours_bar_y: IntProperty(name="Workhours Bar Y", default=rating_ui_scale * (45 - 15))
workhours_bar_x_max: IntProperty(name="Workhours Bar X Max", default=rating_ui_scale * (480 - 15))
dragging_rating: BoolProperty(name="Dragging Rating", default=False)
dragging_rating_quality: BoolProperty(name="Dragging Rating Quality", default=False)
dragging_rating_work_hours: BoolProperty(name="Dragging Rating Work Hours", default=False)
last_rating_time: FloatProperty(name="Last Rating Time", default=0.0)
class BlenderKitCommonSearchProps(object):
# STATES
is_searching: BoolProperty(name="Searching", description="search is currently running (internal)", default=False)
is_downloading: BoolProperty(name="Downloading", description="download is currently running (internal)",
default=False)
search_done: BoolProperty(name="Search Completed", description="at least one search did run (internal)",
default=False)
search_error: BoolProperty(name="Search Error", description="last search had an error", default=False)
report: StringProperty(
name="Report",
description="errors and messages",
default="")
def name_update(self, context):
''' checks for name change, because it decides if whole asset has to be re-uploaded. Name is stored in the blend file
and that's the reason.'''
utils.name_update()
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def update_tags(self, context):
props = utils.get_upload_props()
commasep = props.tags.split(',')
ntags = []
for tag in commasep:
if len(tag) > 19:
short_tags = tag.split(' ')
for short_tag in short_tags:
if len(short_tag) > 19:
short_tag = short_tag[:18]
ntags.append(short_tag)
else:
ntags.append(tag)
if len(ntags) == 1:
ntags = ntags[0].split(' ')
ns = ''
for t in ntags:
if t != '':
ns += t + ','
ns = ns[:-1]
if props.tags != ns:
props.tags = ns
def update_free(self, context):
if self.is_free == False:
self.is_free = True
title = "All BlenderKit materials are free"
message = "Any material uploaded to BlenderKit is free." \
" However, it can still earn money for the author," \
" based on our fair share system. " \
"Part of subscription is sent to artists based on usage by paying users."
def draw_message(self, context):
ui_panels.label_multiline(self.layout, text=message, icon='NONE', width=-1)
bpy.context.window_manager.popup_menu(draw_message, title=title, icon='INFO')
class BlenderKitCommonUploadProps(object):
id: StringProperty(
name="Asset Version Id",
description="Unique name of the asset version(hidden)",
default="")
asset_base_id: StringProperty(
name="Asset Base Id",
description="Unique name of the asset (hidden)",
default="")
name: StringProperty(
name="Name",
description="Main name of the asset",
default="",
update=name_update
)
# this is to store name for purpose of checking if name has changed.
name_old: StringProperty(
name="Old Name",
description="Old name of the asset",
default="",
)
description: StringProperty(
name="Description",
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description="Description of the asset",
default="")
tags: StringProperty(
name="Tags",
description="List of tags, separated by commas (optional)",
default="",
update=update_tags
)
name_changed: BoolProperty(name="Name Changed",
description="Name has changed, the asset has to be re-uploaded with all data",
default=False)
pbr: BoolProperty(name="Pure PBR Compatible",
description="Is compatible with PBR standard. This means only image textures are used with no"
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" procedurals and no color correction, only pbr shader is used",
default=False)
pbr_type: EnumProperty(
name="PBR Type",
items=pbr_types,
description="PBR type",
default="METALLIC",
)
license: EnumProperty(
items=licenses,
default='royalty_free',
description='License. Please read our help for choosing the right licenses',
)
is_private: EnumProperty(
name="Thumbnail Style",
items=(
('PRIVATE', 'Private', "You asset will be hidden to public. The private assets are limited by a quota."),
('PUBLIC', 'Public', '"Your asset will go into the validation process automatically')
),
description="If not marked private, your asset will go into the validation process automatically\n"
"Private assets are limited by quota.",
default="PUBLIC",
)
is_procedural: BoolProperty(name="Procedural",
description="Asset is procedural - has no texture.",
default=True
)
node_count: IntProperty(name="Node count", description="Total nodes in the asset", default=0)
texture_count: IntProperty(name="Node count", description="Total nodes in the asset", default=0)
total_megapixels: IntProperty(name="Node count", description="Total nodes in the asset", default=0)
# is_private: BoolProperty(name="Asset is Private",
# description="If not marked private, your asset will go into the validation process automatically\n"
# "Private assets are limited by quota.",
# default=False)
is_free: BoolProperty(name="Free for Everyone",
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description="You consent you want to release this asset as free for everyone",
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default=False)
uploading: BoolProperty(name="Uploading",
description="True when background process is running",
default=False,
update=autothumb.update_upload_material_preview)
upload_state: StringProperty(
name="State Of Upload",
description="bg process reports for upload",
default='')
has_thumbnail: BoolProperty(name="Has Thumbnail", description="True when thumbnail was checked and loaded",
default=False)
thumbnail_generating_state: StringProperty(
name="Thumbnail Generating State",
description="bg process reports for thumbnail generation",
default='Please add thumbnail(jpg, at least 512x512)')
report: StringProperty(
name="Missing Upload Properties",
description="used to write down what's missing",
default='')
category: EnumProperty(
name="Category",
description="main category to put into",
items=get_category_enums
)
subcategory: EnumProperty(
name="Subcategory",
description="main category to put into",
items=get_subcategory_enums
)
class BlenderKitRatingProps(PropertyGroup):
rating_quality: IntProperty(name="Quality", description="quality of the material", default=0, min=-1, max=10)
rating_work_hours: FloatProperty(name="Work Hours", description="How many hours did this work take?", default=0.01,
min=0.0, max=1000
)
rating_complexity: IntProperty(name="Complexity",
description="Complexity is a number estimating how much work was spent on the asset.aaa",
default=0, min=0, max=10)
rating_virtual_price: FloatProperty(name="Virtual Price",
description="How much would you pay for this object if buing it?",
default=0, min=0, max=10000)
rating_problems: StringProperty(
name="Problems",
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description="Problems found/ why did you take points down - this will be available for the author"
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" As short as possible",
default="",
)
rating_compliments: StringProperty(
name="Compliments",
description="Comliments - let the author know you like his work! "
" As short as possible",
default="",
)
class BlenderKitMaterialSearchProps(PropertyGroup, BlenderKitCommonSearchProps):
search_keywords: StringProperty(
name="Search",
description="Search for these keywords",
default="",
update=search.search_update
)
search_style: EnumProperty(
name="Style",
items=search_material_styles,
description="Style of material",
default="ANY",
)
search_style_other: StringProperty(
name="Style Other",
description="Style not in the list",
default="",
)
search_engine: EnumProperty(
name='Engine',
items=engines,
default='NONE',
description='Output engine',
)
search_engine_other: StringProperty(
name="Engine",
description="engine not specified by addon",
default="",
)
automap: BoolProperty(name="Auto-Map",
description="reset object texture space and also add automatically a cube mapped UV "
"to the object. \n this allows most materials to apply instantly to any mesh",
default=True)
class BlenderKitMaterialUploadProps(PropertyGroup, BlenderKitCommonUploadProps):
style: EnumProperty(
name="Style",
items=material_styles,
description="Style of material",
default="REALISTIC",
)
style_other: StringProperty(
name="Style Other",
description="Style not in the list",
default="",
)
engine: EnumProperty(
name='Engine',
items=engines,
default='CYCLES',
description='Output engine',
)
engine_other: StringProperty(
name="Engine Other",
description="engine not specified by addon",
default="",
)
shaders: StringProperty(
name="Shaders Used",
description="shaders used in asset, autofilled",
default="",
)
is_free: BoolProperty(name="Free for Everyone",
description="You consent you want to release this asset as free for everyone",
default=True, update=update_free
)
uv: BoolProperty(name="Needs UV", description="needs an UV set", default=False)
# printable_3d : BoolProperty( name = "3d printable", description = "can be 3d printed", default = False)
animated: BoolProperty(name="Animated", description="is animated", default=False)
texture_resolution_min: IntProperty(name="Texture Resolution Min", description="texture resolution minimum",
default=0)
texture_resolution_max: IntProperty(name="Texture Resolution Max", description="texture resolution maximum",
default=0)
texture_size_meters: FloatProperty(name="Texture Size in Meters", description="face count, autofilled",
default=1.0, min=0)
thumbnail_scale: FloatProperty(name="Thumbnail Object Size",
description="size of material preview object in meters "
"- change for materials that look better at sizes different than 1m",
default=1, min=0.00001, max=10)
thumbnail_background: BoolProperty(name="Thumbnail Background (for Glass only)",
description="For refractive materials, you might need a background. "
"Don't use if thumbnail looks good without it!",
default=False)
thumbnail_background_lightness: FloatProperty(name="Thumbnail Background Lightness",
description="set to make your material stand out", default=.9,
min=0.00001, max=1)
thumbnail_samples: IntProperty(name="Cycles Samples",
description="cycles samples setting", default=150,
min=5, max=5000)
thumbnail_denoising: BoolProperty(name="Use Denoising",
description="Use denoising", default=True)
adaptive_subdivision: BoolProperty(name="Adaptive Subdivide",
description="Use adaptive displacement subdivision", default=False)
thumbnail_resolution: EnumProperty(
name="Resolution",
items=thumbnail_resolutions,
description="Thumbnail resolution.",
default="512",
)
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thumbnail_generator_type: EnumProperty(
name="Thumbnail Style",
items=(
('BALL', 'Ball', ""),
('CUBE', 'Cube', 'cube'),
('FLUID', 'Fluid', 'Fluid'),
('CLOTH', 'Cloth', 'Cloth'),
('HAIR', 'Hair', 'Hair ')
),
description="Style of asset",
default="BALL",
)
thumbnail: StringProperty(
name="Thumbnail",
description="Path to the thumbnail - 512x512 .jpg image",
subtype='FILE_PATH',
default="",
update=autothumb.update_upload_material_preview)
is_generating_thumbnail: BoolProperty(name="Generating Thumbnail",
description="True when background process is running", default=False,
update=autothumb.update_upload_material_preview)
class BlenderKitTextureUploadProps(PropertyGroup, BlenderKitCommonUploadProps):
style: EnumProperty(
name="Style",
items=material_styles,
description="Style of texture",
default="REALISTIC",
)
style_other: StringProperty(
name="Style Other",
description="Style not in the list",
default="",
)
pbr: BoolProperty(name="PBR Compatible", description="Is compatible with PBR standard", default=False)
# printable_3d : BoolProperty( name = "3d printable", description = "can be 3d printed", default = False)
animated: BoolProperty(name="Animated", description="is animated", default=False)
resolution: IntProperty(name="Texture Resolution", description="texture resolution", default=0)
class BlenderKitBrushSearchProps(PropertyGroup, BlenderKitCommonSearchProps):
search_keywords: StringProperty(
name="Search",
description="Search for these keywords",
default="",
update=search.search_update
)
class BlenderKitBrushUploadProps(PropertyGroup, BlenderKitCommonUploadProps):
mode: EnumProperty(
name="Mode",
items=(
('IMAGE', 'Texture paint', "Texture brush"),
('SCULPT', 'Sculpt', 'Sculpt brush'),
('VERTEX', 'Vertex paint', 'Vertex paint brush'),
('WEIGHT', 'Weight paint', 'Weight paint brush'),
),
description="Mode where the brush works",
default="SCULPT",
)
# upload properties
class BlenderKitModelUploadProps(PropertyGroup, BlenderKitCommonUploadProps):
style: EnumProperty(
name="Style",
items=model_styles,
description="Style of asset",
default="REALISTIC",
)
style_other: StringProperty(
name="Style Other",
description="Style not in the list",
default="",
)
engine: EnumProperty(
name='Engine',
items=engines,
default='CYCLES',
description='Output engine',
)
production_level: EnumProperty(
name='Production Level',
items=(
('FINISHED', 'Finished', 'Render or animation ready asset'),
('TEMPLATE', 'Template', 'Asset intended to help in creation of something else'),
),
default='FINISHED',
description='Production state of the asset, \n also template should be actually finished, \n'
'just the nature of it can be a template, like a thumbnailer scene, \n '
Vilem Duha
committed
'finished mesh topology as start for modelling or similar',
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)
engine_other: StringProperty(
name="Engine",
description="engine not specified by addon",
default="",
)
engine1: EnumProperty(
name='2nd Engine',
items=engines,
default='NONE',
description='Output engine',
)
engine2: EnumProperty(
name='3rd Engine',
items=engines,
default='NONE',
description='Output engine',
)
engine3: EnumProperty(
name='4th Engine',
items=engines,
default='NONE',
description='Output engine',
)
manufacturer: StringProperty(
name="Manufacturer",
description="Manufacturer, company making a design peace or product. Not you",
default="",
)
designer: StringProperty(
name="Designer",
description="Author of the original design piece depicted. Usually not you",
default="",
)
design_collection: StringProperty(
name="Design Collection",
description="Fill if this piece is part of a real world design collection",
default="",
)
design_variant: StringProperty(
name="Variant",
Vilem Duha
committed
description="Colour or material variant of the product",
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default="",
)
thumbnail: StringProperty(
name="Thumbnail",
description="Path to the thumbnail - 512x512 .jpg image",
subtype='FILE_PATH',
default="",
update=autothumb.update_upload_model_preview)
thumbnail_background_lightness: FloatProperty(name="Thumbnail Background Lightness",
description="set to make your material stand out", default=.9,
min=0.01, max=10)
thumbnail_angle: EnumProperty(
name='Thumbnail Angle',
items=thumbnail_angles,
default='DEFAULT',
description='thumbnailer angle',
)
thumbnail_snap_to: EnumProperty(
name='Model Snaps To:',
items=thumbnail_snap,
default='GROUND',
description='typical placing of the interior. Leave on ground for most objects that respect gravity :)',
)
thumbnail_resolution: EnumProperty(
name="Resolution",
items=thumbnail_resolutions,
description="Thumbnail resolution.",
default="512",
)
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thumbnail_samples: IntProperty(name="Cycles Samples",
description="cycles samples setting", default=200,
min=5, max=5000)
thumbnail_denoising: BoolProperty(name="Use Denoising",
description="Use denoising", default=True)
use_design_year: BoolProperty(name="Use Design Year",
description="When this thing came into world for the first time\n"
" e.g. for dinosaur, you set -240 million years ;) ",
default=False)
design_year: IntProperty(name="Design Year", description="when was this item designed", default=1960)
# use_age : BoolProperty( name = "use item age", description = "use item age", default = False)
condition: EnumProperty(
items=conditions,
default='UNSPECIFIED',
description='age of the object',
)
adult: BoolProperty(name="Adult Content", description="adult content", default=False)
work_hours: FloatProperty(name="Work Hours", description="How long did it take you to finish the asset?",
default=0.0, min=0.0, max=8760)
modifiers: StringProperty(
name="Modifiers Used",
description="if you need specific modifiers, autofilled",
default="",
)
materials: StringProperty(
name="Material Names",
description="names of materials in the file, autofilled",
default="",
)
shaders: StringProperty(
name="Shaders Used",
description="shaders used in asset, autofilled",
default="",
)
dimensions: FloatVectorProperty(
name="Dimensions",
description="dimensions of the whole asset hierarchy",
default=(0, 0, 0),
)
bbox_min: FloatVectorProperty(
name="Bbox Min",
description="dimensions of the whole asset hierarchy",
default=(-.25, -.25, 0),
)
bbox_max: FloatVectorProperty(
name="Bbox Max",
description="dimensions of the whole asset hierarchy",
default=(.25, .25, .5),
)
texture_resolution_min: IntProperty(name="Texture Resolution Min",
description="texture resolution min, autofilled", default=0)
texture_resolution_max: IntProperty(name="Texture Resolution Max",
description="texture resolution max, autofilled", default=0)
pbr: BoolProperty(name="PBR Compatible", description="Is compatible with PBR standard", default=False)
uv: BoolProperty(name="Has UV", description="has an UV set", default=False)
# printable_3d : BoolProperty( name = "3d printable", description = "can be 3d printed", default = False)
animated: BoolProperty(name="Animated", description="is animated", default=False)
face_count: IntProperty(name="Face count", description="face count, autofilled", default=0)
face_count_render: IntProperty(name="Render Face Count", description="render face count, autofilled", default=0)
object_count: IntProperty(name="Number of Objects", description="how many objects are in the asset, autofilled",
default=0)
mesh_poly_type: EnumProperty(
name='Dominant Poly Type',
items=mesh_poly_types,
default='OTHER',
description='',
)
manifold: BoolProperty(name="Manifold", description="asset is manifold, autofilled", default=False)
rig: BoolProperty(name="Rig", description="asset is rigged, autofilled", default=False)
simulation: BoolProperty(name="Simulation", description="asset uses simulation, autofilled", default=False)
'''
filepath : StringProperty(
name="Filepath",
description="file path",
default="",
)
'''
# THUMBNAIL STATES
is_generating_thumbnail: BoolProperty(name="Generating Thumbnail",
description="True when background process is running", default=False,
update=autothumb.update_upload_model_preview)
has_autotags: BoolProperty(name="Has Autotagging Done", description="True when autotagging done", default=False)
class BlenderKitSceneUploadProps(PropertyGroup, BlenderKitCommonUploadProps):
style: EnumProperty(
name="Style",
items=model_styles,
description="Style of asset",
default="REALISTIC",
)
style_other: StringProperty(
name="Style Other",
description="Style not in the list",
default="",
)
engine: EnumProperty(
name='Engine',
items=engines,
default='CYCLES',
description='Output engine',
)
production_level: EnumProperty(
name='Production Level',
items=(
('FINISHED', 'Finished', 'Render or animation ready asset'),
('TEMPLATE', 'Template', 'Asset intended to help in creation of something else'),
),
default='FINISHED',
description='Production state of the asset, \n also template should be actually finished, \n'
'just the nature of it can be a template, like a thumbnailer scene, \n '
Vilem Duha
committed
'finished mesh topology as start for modelling or similar',
)
engine_other: StringProperty(
name="Engine",