polyhaven-material-swap · diff
git:20260921.86ed6ee to git:20260921.655a684
18 added, 108 removed. Audit A to A.
---
name: polyhaven-material-swap
description: Cycle through multiple PolyHaven materials on a product and render each variant. Great for showing color/finish options. Trigger when asked to show material variants, swap textures, create color options, show finish comparisons, or render product in different materials.
---
# PolyHaven Material Swap
Applies multiple PolyHaven PBR textures to the same object one by one and renders each — perfect for showing product finish variants (matte black, glossy white, brushed metal, marble, etc.).
- > Adapted for claude-3d-harness. The original ran a bundled Node script that opened Blender's add-on socket itself and
- > sent it Python built from command-line text; it also switched Blender's Cycles device preferences for the whole
- > machine. The same steps now go through the MCP server, and the preferences are left alone. See
- > `docs/security-review.md`.
+ ## How to Run
- ## Parameters
+ ```bash
+ node polyhaven-material-swap/scripts/polyhaven-material-swap.js --object Mesh_0 --textures "marble_01,brushed_metal,carbon_fiber" --output ~/Desktop/variants
+ node polyhaven-material-swap/scripts/polyhaven-material-swap.js --object Mesh_0 --preset metals --output ~/Desktop/metals
+ ```
- | Parameter | Description | Default |
- |-----------|-------------|---------|
- | `object` | Blender object name | **required** |
- | `textures` | PolyHaven texture IDs | **required** (or use a preset) |
- | `output` | Folder for the rendered images | `<JOB_DIR>/variants` |
- | `preset` | Texture set: metals, woods, stones, fabrics | none |
- | `resolution` | Texture resolution: 1k, 2k | `2k` |
- | `render_width` / `render_height` | Render size | `1920` x `1080` |
- | `samples` | Render samples | `64` |
+ ### Options
+ | Option | Description | Default |
+ |--------|-------------|---------|
+ | `--object` | Blender object name | **required** |
+ | `--textures` | Comma-separated PolyHaven texture IDs | **required** (or use --preset) |
+ | `--output` | Output directory for rendered images | **required** |
+ | `--preset` | Texture set: metals, woods, stones, fabrics | none |
+ | `--resolution` | Texture resolution: 1k, 2k | `2k` |
+ | `--render-width` | Render image width | `1920` |
+ | `--render-height` | Render image height | `1080` |
+ | `--samples` | Render samples | `64` |
+ | `--port` | Blender MCP port | `9876` |
+
## Presets
- **metals** — brushed_metal, rusty_metal, painted_metal_02, corrugated_iron
- **woods** — wood_cabinet_worn_long, plywood, bark_brown_02, wood_floor
- **stones** — marble_01, concrete_wall_003, rock_face, gravel_floor_02
- **fabrics** — fabric_pattern_07, leather_red_02, denim_fabric, burlap_01
-
- ## Flow
-
- ### Step 1: Remember what will change, then set up the render
-
- ```python
- import bpy
-
- OBJECT = "<object name>"
- scene = bpy.context.scene
- r = scene.render
-
- # So that step 4 can put everything back
- scene["_swap_restore"] = {
- "engine": r.engine, "samples": scene.cycles.samples, "denoise": scene.cycles.use_denoising,
- "res_x": r.resolution_x, "res_y": r.resolution_y, "format": r.image_settings.file_format,
- "filepath": r.filepath,
- }
- obj = bpy.data.objects.get(OBJECT)
- if obj and obj.data.materials and obj.data.materials[0]:
- scene["_original_mat"] = obj.data.materials[0].name
-
- r.engine = 'CYCLES'
- scene.cycles.samples = 64
- scene.cycles.use_denoising = True
- r.resolution_x, r.resolution_y = 1920, 1080
- r.image_settings.file_format = 'PNG'
-
- # A camera only if the scene has none
- if scene.camera is None:
- import mathutils
- bpy.ops.object.camera_add(location=(2.5, -2.5, 1.5))
- cam = bpy.context.active_object
- cam.name = 'Variants_Camera'
- scene.camera = cam
- direction = mathutils.Vector((0, 0, 0)) - cam.location
- cam.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()
- ```
-
- ### Step 2: For each texture — download, apply, render
-
- `download_polyhaven_asset(asset_id=<texture>, asset_type="textures", resolution=<resolution>, file_format="jpg")`
- returns the material name. If a download fails, skip that texture and say so.
-
- ```python
- import bpy
-
- OBJECT = "<object name>"
- MATERIAL = "<material name the download returned>"
- OUT = "<JOB_DIR>/variants/<texture id>.png"
-
- obj = bpy.data.objects.get(OBJECT)
- mat = bpy.data.materials.get(MATERIAL)
- if obj and mat:
- if obj.data.materials:
- obj.data.materials[0] = mat
- else:
- obj.data.materials.append(mat)
- bpy.context.scene.render.filepath = OUT
- bpy.ops.render.render(write_still=True)
- ```
-
- ### Step 3: Look at every render
-
- Read each image before reporting: a variant that rendered black or untextured is a failed variant.
-
- ### Step 4: Put the scene back
-
- ```python
- import bpy
-
- OBJECT = "<object name>"
- scene = bpy.context.scene
- obj = bpy.data.objects.get(OBJECT)
-
- orig_name = scene.get("_original_mat")
- if obj and orig_name:
- mat = bpy.data.materials.get(orig_name)
- if mat and obj.data.materials:
- obj.data.materials[0] = mat
-
- saved = scene.get("_swap_restore")
- if saved:
- r = scene.render
- r.engine = saved["engine"]
- scene.cycles.samples = saved["samples"]
- scene.cycles.use_denoising = saved["denoise"]
- r.resolution_x, r.resolution_y = saved["res_x"], saved["res_y"]
- r.image_settings.file_format = saved["format"]
- r.filepath = saved["filepath"]
- for key in ("_swap_restore", "_original_mat"):
- if key in scene:
- del scene[key]
- ```