BIS: the Open storage

Materials which owners granted access to them for all other BIS users are placed in the “Open storage” section.

How to share material for all BIS users

Attention! The shared material becomes available to all BIS users. Sharing your materials you agree to their distribution under a Creative Commons license.

  1. Sign in your account on the BIS website.
  2. Switch to the “Node Groups (Object)” section.
  3. For the material you want to share, click the “Share” button.

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BIS: How to start

Welcome to “BIS” (Blender Interplanety Storage) – a service for downloading, storing, management and sharing materials for the Blender 3D suite.

Introducing to BIS:

  1. Create a personal account:

Open the BIS website https://bis.interplanety.org/ in your favorite browser:

Press the “Sign up” button.

Fill in the “Login” and “Password” fields. Please specify an active email address. On the checkbox that confirms your acceptance of the User Agreement.

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Learning loops

In general, the “loop” is usually a sequential selection of several points, edges or polygons of a mesh.

However, there is an element in the mesh structure, which is also called a “loop”. It is a combination of one vertex with one edge of the mesh. Let’s try to learn what these “loops” are for.

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How to pass command line arguments to a Blender python script or add-on

When starting Blender from the console it processes all parameters passed through the command line. However, some scripts and add-ons for proper work may require specifying their unique command line arguments. If you specify such additional parameters in the command line, Blender will also try to process them, which is likely to result in an error. Blender provides a special way to exclude such arguments from own processing.

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Creating radio buttons in the Blender add-ons interface

State switches so-called “radio buttons” are used in the case to limit the choice by one value from several available ones. There are a lot of such buttons in the Blender interface, for example, switching between RGB and BW rendering modes or setting the texture mapping mode. Such buttons can be created in the Blender add-ons interface too.

Let’s create our own radio button switcher.

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How to programmatically check if the operator is registered in Blender API

Single add-on or script can contain several different operators, and not all of them may be registered in the API by the register() function. To verify that the required operator is registered in the Blender API, run the following command:

Where:

_operator_bl_idname_ – the text value of the bl_idname operator property.

For example for an operator:

the command will look like this:

 

How to programmatically check if the Blender add-on is registered

To start working every Blender add-on must be registered by setting up the checkbox before add-on name in the User Preferences window – Add-ons page.

To programmatically find out if the required add-on is registered, run the following command:

Where:

add-on_name – the name of the add-on file (without the .py extension) or the name of the add-on package, if it was installed from the package.

Debugging multifile Blender add-on by quick reinstall

It is convenient to use the following system for debugging developing multi-file Blender add-ons. But it has one drawback: modules imported in __init__.py file becomes available only after the file running (after the execution of the register() function). This means that any access to the imported modules before they are registered will cause an error. This is not critical in most cases, but it will cause a problem if, for example, in one imported module is used inheritance from the class, described in the other imported module, because the classes descriptions are processed before the add-on registration.

To get more freedom working with imported modules, we can use another way to debug the add-on – do not run the add-on directly from the development directory, but install it in Blender and check its “live” work. However, manual add-on reinstallation requires a set of routine actions, which complicates such sort of debugging. This issue can be solved by reinstalling the add-on in automatic mode.

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Testing my add-ons in Blender 2.79

I tested the functionality of my add-ons in new Blender 2.79.

  • BIS – Fully functional. The new Principled BSDF shader supported.
  • PartitionRender – Some code correction made. Add-on needs to reinstall. Fully function after reinstallation.
  • Wire – Fully functional.
  • Accurate Render Border – Fully functional.

Add-ons remains compatible with Blender 2.78.

Creating pop-up panels with user UI in Blender add-on

In addition to common panels (N/T/Properties) and their sub-panels, to display the user interface elements while developing Blender add-ons you can also use pop-up panels appearing on the screen when a user presses a certain key combination or perform any action. The simplest example of such panels is the panel that appears when the f6 key is pressed immediately after adding an object (shift+a) to the scene.

Blender API provides developers the ability to create such panels for their add-ons. Let’s consider the creating of a pop-up panel as an example of the “Message box” window.

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BIS v.1.0.0 – Release

BIS (Blender Interplanety Storage) add-on release.

Finally, I finished it. It’s release now!

Download

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BIS add-on v.0.0.3

BIS (Blender Interplanety Storage) add-on intermediate update to v.0.0.3

The addon is almost in the prerelease state.

  • All Cycles nodes are supported, including script and nested groups.
  • Also added the ability to save scripts/texts from the Text Editor.

To make a release, it was left to clean up a bit the server (site) side – increase the previews size, add tags and node names editing, make a separate list for saved texts. And also test the add-on with complex materials.

Download

Active objects access

How to access the active (selected) objects through the Blender Python API from scripts/add-ons:

  1. The active window (in which current action occurs):

  1. The active scene:

  1. The active (selected) mesh:

  1. The active (selected) material node (in the NODE_EDITOR window):

  1. The current text in TEXT_EDITOR window:

  1. The active (selected) UV-Map:

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