BIS

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.

BIS add-on v.1.1.0

BIS (Blender Interplanety Storage) add-on update to v.1.1.0.

  • Previews autogeneration for procedural materials added. After a while, if the user has not uploaded his own material preview, it will be generated automatically.

The generated preview looks like this:

The update only applies to the server side of the add-on. You do not need to reinstall or update the installed add-on in Blender.

For the correct preview autogeneration, the saved node group must be fully procedural (without using textures, textures are not stored on the server) and have an output named “Shader” or “BSDF” for shader node groups or “Color” or “Factor” for color node groups. The “Displacement” output, if it is in the node group, is also used. To have proper texture coordinates on the preview, the node group must have a “Vector” input.

BIS v.1.0.0 – Release

BIS (Blender Interplanety Storage) add-on release.

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

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 size of the previews, add tags and node names editing, make a separate list for saved texts. And also test the add-on with complex materials.

BIS development. Is it necessary?

Blender Interplanety Storage (BIS) add-on is still under development, but I decided to open early access to it.

This add-on is the first, which I planned to do at least somehow commercially justified. Is it really possible to write a commercial add-on for Blender? In any case, it is necessary to have at least some support for the add-on, because it is not local and without any justification, it makes no sense to keep the web server for it. The first idea of commercialization was about the monthly subscription. I was going to do it after finally finish the addon development (full support of all kinds of nodes and solvation of the most of emerging issues). Only after the completion of all this work I was going to open the add-on for users.

The reason of the early access was the discussion in Blender’s VK group. It was suggested that add-on with a commercial basis is not needed with the presence of Blender Cloud or VX Matlib add-on. Users will not pay for anything that can be obtained another way for free.

So the first, and most important, question – are users need such add-on? In the subscripted version or only for free? Or maybe most of the existing solutions are enough?