Root cause: render-worker and render-worker-light shared the same GPU,
causing contention. Complex TRB renders went from 17s → 36s (2x slower).
Changes:
- Thumbnails back to asset_pipeline queue (not asset_pipeline_light)
- Dispatch routing always uses asset_pipeline (no queue splitting)
- render-worker-light gated behind "multi-gpu" profile — only starts with:
docker compose --profile multi-gpu up -d
- For single-GPU setups: all rendering is sequential on one worker
The dual queue approach is correct for multi-GPU machines where each
worker gets its own GPU. On single-GPU, serial execution is faster
than concurrent GPU contention.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Instead of duplicating output types for every variation (WebP vs PNG,
different resolution), keep one canonical output type and override
specific fields per order line via render_overrides JSONB.
Backend:
- render_overrides JSONB column on OrderLine (DB migration)
- Render task merges overrides with output type settings (format, width,
height, samples, engine, denoiser, transparent_bg, cycles_device)
- POST /orders/{id}/batch-render-overrides endpoint for bulk override
- PatchLineBody accepts render_overrides for per-line patching
Frontend:
- Batch render overrides section on OrderDetail: output format dropdown
(PNG/JPG/WebP) + resolution dropdown (512-4096)
- Clear button to remove overrides
MCP:
- create_order tool: accepts product_ids, output_type, render_overrides,
material_override — enables "render all products as WebP" via Claude
- set_render_overrides tool: batch override on existing orders
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Task 4: Dual render queue
- render-worker: heavy (asset_pipeline, concurrency=1) — HQ 2048x2048, animations
- render-worker-light: light (asset_pipeline_light, concurrency=2) — thumbnails, <=1024
- Thumbnails routed to light queue automatically
- Order line renders routed by resolution at dispatch time
Task 5: GLB caching (skip re-tessellation)
- Before tessellating, check if gltf_geometry MediaAsset exists for the cad_file_id
- If found, copy to expected path — render_blender.py finds it and skips tessellation
- Saves 7-11s per re-render of the same product
Task 6: WebP output format
- New 'webp' option in output_format (OutputType admin)
- Blender renders PNG intermediate, Pillow converts to WebP (quality=90, method=4)
- 50-70% smaller files with no visible quality loss
- Correct MIME type (image/webp) in MediaAsset
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add `material_override` nullable column on OrderLine (DB migration)
- Line override takes priority over OutputType override
- PATCH /orders/{id}/lines/{id} endpoint to update material_override
- Inline dropdown on each order line in the OrderDetail page
- Amber background when override is active
- Same output type, different material per line — no need to create a new output type
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The initial implementation only overrode the material_map dict in the task,
but the Blender USD primvar path bypassed it. Now:
- Added --material-override named CLI arg parsed in _blender_args.py
- Both Mode A (factory) and Mode B (template) in _blender_scene_setup.py
override usd_material_lookup and material_map when set
- Passed through full chain: task → step_processor → render_blender → CLI → Blender
- Tested: 175-part bearing rendered with single Steel-Bare material (1/1 materials)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add `material_override` nullable column on OutputType (DB migration)
- When set, ALL product parts get rendered with this single material
- Override applies after alias resolution in render_order_line task
- Admin UI: dropdown in OutputType table to select a library material
- Display: amber badge showing active override material name
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Per-render-position focal_length_mm/sensor_width_mm (DB → pipeline → Blender)
- FOV-based camera distance with min clamp fix for wide-angle lenses
- Unmapped materials blocking dialog on "Dispatch Renders" with batch alias creation
- Material check endpoint (GET /orders/{id}/check-materials)
- Batch alias endpoint (POST /materials/batch-aliases)
- Quick-map "No alias" badges on Materials page
- Full product hard-delete with storage cleanup (MinIO + disk files + orphaned CadFile)
- Delete button on ProductDetail page with confirmation
- Clickable product names in Media Browser (links to product page)
- Single-line render dispatch/retry (POST /orders/{id}/lines/{id}/dispatch-render)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Adds early-exit checks in dispatch_order_line_render and
render_order_line_task to prevent rendering when order lines are
cancelled or the parent order is rejected/completed.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The queue handles far more than thumbnails: OCC tessellation, USD master
generation, GLB production, order line renders, and workflow renders.
asset_pipeline better reflects its role as the render-worker's primary queue.
Updated all references in: task decorators, celery_app.py, beat_tasks.py,
docker-compose.yml worker command, worker.py MONITORED_QUEUES, admin.py,
CLAUDE.md, LEARNINGS.md, Dockerfile, helpTexts.ts, test files,
and all .claude/commands/*.md skill files.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>