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HartOMat/plan.md
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Hartmut ee6eb34b4c 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>
2026-03-08 19:05:03 +01:00

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2.7 KiB
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# Plan: Migrate blender_render.py from STL to GLB Import
## Kontext
`render_blender.py` (backend service) correctly converts STEP→GLB via OCC and passes the GLB path as `argv[0]` to `blender_render.py`. However, `blender_render.py` still calls `_import_stl()` which uses `bpy.ops.wm.stl_import()` and `_scale_mm_to_m()`. The GLB from OCC is already in metres (scaled 0.001 internally by `export_step_to_gltf.py`), so no scaling is needed.
`still_render.py` already has a correct `_import_glb()` implementation using `bpy.ops.import_scene.gltf()` — this serves as the reference.
This caused render failures for order SA-2026-00099: Blender tried to STL-import a `.glb` file → silent failure → cancelled renders.
## Betroffene Dateien
| Datei | Änderung |
|-------|----------|
| `blender-renderer/blender_render.py` | Replace `_import_stl` with `_import_glb`, remove `_scale_mm_to_m`, rename `stl_path``glb_path` |
## Tasks (in Reihenfolge)
### [x] Task 1: Replace `_import_stl()` with `_import_glb()` in `blender_render.py`
- **Datei**: `blender-renderer/blender_render.py`
- **Was**:
1. Replace `_import_stl()` function (lines ~206-289) with `_import_glb()` modeled on `still_render.py:196-229`:
- Use `bpy.ops.import_scene.gltf(filepath=glb_path)`
- Collect imported mesh objects
- No scaling needed (GLB already in metres)
2. Remove `_scale_mm_to_m()` function (lines ~166-182) — no longer needed
3. Remove all calls to `_scale_mm_to_m(parts)` (Mode A ~line 466, Mode B ~line 386)
4. Replace all calls to `_import_stl(stl_path)` with `_import_glb(glb_path)` (Mode A ~line 464, Mode B ~line 384)
5. Rename variable `stl_path``glb_path` throughout (line 65, 715, and all references)
6. Update docstring/comments referencing STL
- **Akzeptanzkriterium**: `blender_render.py` imports GLB via `bpy.ops.import_scene.gltf()`, no STL references remain, no mm→m scaling
- **Abhängigkeiten**: keine
## Migrations-Check
Keine Migration nötig — reine Script-Änderung.
## Reihenfolge-Empfehlung
1. Task 1 (blender_render.py)
2. Rebuild render-worker: `docker compose up -d --build render-worker`
3. Test: trigger a thumbnail render or order render and check logs
## Risiken / Offene Fragen
1. **`_apply_material_library()`** and **`_resolve_part_name()`** work on Blender objects after import — they should work identically regardless of import format (STL vs GLB).
2. **Auto-camera computation** uses bounding box of imported objects — works the same with GLB meshes.
3. **`turntable_render.py`** and **`turntable_setup.py`** — need to check if they also still use STL import. If so, they need the same fix (but out of scope for this plan unless confirmed).