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Show HN: MCP server for Blender that builds 3D scenes via natural language

blender-mcp-psi.vercel.app

61–63 of 63 posts

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#61
post #57
post #51

Earlier quoted context omitted.

It is indeed a mcp server, but I have added some things that makes of different from being generic, it works smoothly, you can see from code. And I am working on it, it is new and I am adding other this to it like generating 3js scenes, adding free blender asset apis, etc. Happy if anyone else wants to contribute

Why star it on github if it doesn't include the code to run it?

What are you saying, it has a code brother, please visit once. And yes, if you want to contribute, I am more than happy

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#62

Is there a feedback loop ? As in: External Prompt -> Claude -> MCP -> Blender -> Cycles -> .exr -> show Claude how good its work actually is -> Correct -> New prompt -> ... Rinse and repeat until result actually looks realistic.

Yes

Re: Show HN: MCP server for Blender that builds 3D scenes via natural language

#63

Earlier quoted context omitted.

Just curious: why do you prefer/have a requirement of quad-based meshes?

Sometimes texture artists like this a lot more.

Yes, because uv-unwrapping is much more predictable with quads, and you can place seams along edge loops. I'm by no means an expert here, maybe there are tools which make this similarly easy with non-quad topology, but at least from what I've learnt, the clean grids you get form quad-meshes are simply much easier to deal with when doing texturing.
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