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HAT

Haven Asset Tester - A Blender add-on we use for texture and model QC

How to install:

Add the following URL as a new Remote Repository extension in Blender:

https://raw.githubusercontent.com/Poly-Haven/HAT/main/index.json

Search for the HAT extension and click Install.

Features:

Checks:

Asset Structure

  • Model collection name should match the asset slug
  • Texture datablock names should match their file names
  • Geometry nodes collections are properly structured with LOD0 or static collections
  • LOD (Level of Detail) collections and objects are properly structured
  • No world or HDRI data blocks should be present in the asset
  • File should contain only one scene and one view layer
  • Texture assets should only have "Plane" and "Sphere" objects
  • No orphaned data blocks (unused data) should be present

Files

  • File size is within acceptable limits for the asset type
  • All referenced texture files exist on disk
  • All texture paths should be relative and point to the textures folder

Geometry

  • All objects have applied scale (1.0) to ensure no unexpected behaviour
  • Objects should be at the origin
  • Objects should not have shape keys which may cause issues for GLTF export
  • Scene unit scale is set to 1.0 meters and is Metric
  • Objects should not have vertex colors which may break GLTF export

Materials

  • Material IOR (Index of Refraction) values are within expected range
  • Material names should match the asset slug
  • Materials should not contain math nodes, which mess with exporters
  • Materials should not contain mix nodes
  • No unused nodes in materials
  • Image node labels (if set) should match map names
  • Materials should have exactly one output node
  • Only Principled BSDF shaders should be used
  • SSS may have been accidentally enabled
  • All textures should use UVs for mapping

Naming

  • Asset slug follows proper naming conventions (lowercase, allowed characters only)

Technical

  • Blender version is the latest official release

Textures

  • Texture map names follow standardized naming conventions
  • Texture maps use appropriate color space settings (Non-Color Data when required)
  • No texture files should be packed into the blend file
  • Texture preview plane has non-default dimensions
  • Texture file names should start with the asset slug and follow naming conventions

To do:

  • Main collection is visible and renderable

Tools:

  • Test FBX export
  • Export GLTF
  • Clean file of unused datablocks, including fake-user ones
  • Make image datablock names match their file names
  • Open folder containing Blend file
  • Make mesh datablock name match object name

Misc:

  • Pre-save handler to set viewport shading solid

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Haven Asset Tester - A Blender add-on we use for asset QC

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