feat: GPU rendering + material matching + perf improvements
- GPU: fix Cycles device activation order — set compute_device_type BEFORE engine init, re-set AFTER open_mainfile wipes preferences - GPU: remove _mark_sharp_and_seams edit-mode loop (redundant with Blender 5.0 shade_smooth_by_angle), saves ~200s/render on 175 parts - Material: fix _AFN suffix mismatch — build AF-stripped mat_map keys and add prefix fallback in _apply_material_library (blender_render.py) - Material: production GLB now uses get_material_library_path() which checks active AssetLibrary instead of empty legacy system setting - Admin: RenderTemplateTable multi-select output types (M2M frontend) - Admin: MaterialLibraryPanel replaced with link to Asset Libraries - UX: move Toaster to top-left to avoid dispatch button overlap - SQLAlchemy: add .unique() to all RenderTemplate M2M collection queries - Logging: flush=True on all Blender progress prints, stdout reconfigure Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -2,7 +2,7 @@
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Usage (from Blender):
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blender --background --python turntable_render.py -- \
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<stl_path> <frames_dir> <frame_count> <degrees> <width> <height> \
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<glb_path> <frames_dir> <frame_count> <degrees> <width> <height> \
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<engine> <samples> <part_colors_json> \
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[template_path] [target_collection] [material_library_path] [material_map_json]
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"""
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@@ -88,7 +88,7 @@ def _apply_rotation(parts, rx, ry, rz):
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"""Apply Euler XYZ rotation (degrees) to all parts by modifying matrix_world.
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Rotates around world origin, which equals the assembly centre because
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_import_stl already centres parts there. Applied before material assignment
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_import_glb already centres parts there. Applied before material assignment
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and camera/bbox calculations so everything downstream sees the final pose.
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"""
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if not parts or (rx == 0.0 and ry == 0.0 and rz == 0.0):
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