Catalogue of open Blender add-ons, procedural generators, character/scenery/VFX resources and how they map to kreeader-studio
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blender-docs — open Blender resources for kreeader-studio

A curated, license-verified catalogue of open-source Blender add-ons, procedural generators, and character / scenery / VFX / asset resources, and how each maps to kreeader-studio — the pipeline that turns comic pages into voiced motion comics and 3D animation. kreeader-studio drives Blender headless as an out-of-process /render service (kreeader-blender), so every resource here is chosen to be scriptable via bpy for automated, per-panel generation.

Researched 2026-08-15. Each entry lists name — author — license — URL — what it does — use in kreeader-studio. Licenses were verified on the actual repo/model card; the deciding facts (GPL vs permissive, weights/asset licenses, non-commercial traps) are called out.

The GPL-containment rule (read first)

Almost every Blender add-on is GPL (Blender itself is GPL). That is fine here: kreeader-studio runs Blender/bpy out-of-process (the kreeader-blender /render server), so the GPL of add-ons and bpy stays contained in that separate process and never infects kreeader-studio's own permissive (MIT/Apache) binary — exactly the boundary kreeader-studio/docs/license-audit.md already applies to ffmpeg. The MIT/Apache items flagged below (blender-mcp, usd-core, glTF-IO, pynodes, EzAudio-style tooling) are the only ones safe to import directly into kreeader's own source. Non-commercial / research-only licenses (FLAME model, MB-Lab AGPL output, Geo-Scatter engine EULA, non-free asset tiers) are flagged so they are not shipped.

How this maps to the pipeline

A comic panel becomes a rendered 3D/2.5D shot roughly like this — each stage has open tooling below:

  1. Drive Blender headlessbpy/BlenderProc/Blenderless run the whole thing out-of-process (§ Headless / bpy automation).
  2. Comic-native 2.5D look — Grease Pencil, Line Art, trace-to-GP, multiplane parallax, toon/NPR shading keep the drawn art style cheaply (§ Grease Pencil / 2D / NPR) — the highest-value path for motion comics.
  3. Build the set procedurally — terrain, buildings, trees, cities from a few parameters (§ Procedural generation, § Scenery) — the target of the kreeader-studio procedural-generator plugins + frontends.
  4. Cast the characters — open human generators → auto-rig → audio-driven lip-sync from the TTS/diarization tracks (§ Character / rigging / lip-sync).
  5. Add action FX — destruction, smoke/fire, particles for impact beats (§ VFX / simulation).
  6. Shot/camera/render orchestration and CC0 asset dressing (§ General add-ons, § CC0 asset libraries).
  • Engine boundary: bpy (GPL, out-of-process) + BlenderProc (GPL) for config-driven scene assembly; blender-mcp (MIT) as the agent control surface.
  • First procedural-generator frontends (built-in, zero install, GPL, fully bpy.ops-driveable): A.N.T. Landscape (terrain) and Sapling / improved sapling (trees). Then Buildify and blosm/OSM for environments.
  • Scriptable generator substrate: Geometry Script (GPL) or pynodes (Apache-2.0) — every generator becomes a Python function with typed args, the cleanest thing to wrap in a parameter frontend.
  • Comic look: Grease Pencil + Line Art + Frame By Plane (parallax) + Malt/BEER (MIT toon engine).
  • Characters: MPFB2 (GPLv3 code / CC0 assets) → Rigify (GPL) → Rhubarb Lip Sync (MIT) driven by the studio TTS/diarization audio.
  • Assets: Poly Haven / ambientCG / Poly Pizza (CC0, REST APIs for headless auto-fetch).

Top procedural-generator frontend candidates

These are the generators kreeader-studio should wrap first as plugins with param frontends (clean, bpy-driveable parameters; no node-editor required):

Generator License Params → frontend Output
A.N.T. Landscape (built-in) GPL noise type, size, height, seed (numeric operator props) terrain mesh
Sapling / improved-sapling (built-in) GPL species preset + dozens of numeric props tree mesh
Buildify 1.0 GPL floor height/count, part seeds building from footprint
blosm (OSM) GPL (base free) bbox coords + feature toggles real city block
tree-gen (Weber-Penn) GPL per-species numeric param dict tree mesh
Geometry Script / pynodes GPL / Apache-2.0 typed Python fn args any geo-node asset

Headless / bpy Python automation (core of kreeader-blender /render)

  • bpy on PyPI — Blender Foundation — GPL-3.0 — https://pypi.org/project/bpy/ — Full Blender/Cycles as importable Python module. Use: literal foundation of the /render server: import bpy, build scene from panel data, render.render(), return image.
  • BlenderProc — DLR-RM — GPL-3.0 — https://github.com/DLR-RM/BlenderProc — Config/JSON-driven headless scene assembly + render (RGB/depth/normals/seg). Use: strongest scene-assembly-from-data fit; declarative config as internal /render layer.
  • Blenderless — Oqton — GPL-3.0 — https://github.com/oqton/blenderless — Headless render wrapper (virtual framebuffer, dodges bpy single-import pitfalls). Use: solves headless traps; drop-in for turntable/thumbnail shots.
  • bpy-renderer — huanngzh — NO LICENSE (all-rights-reserved; reference only) — https://github.com/huanngzh/bpy-renderer — Slim bpy render abstraction. Use: mine patterns, don't vendor until licensed.
  • Flamenco — Blender Studio — GPL-3.0 — https://flamenco.blender.org/ — Render-farm job distribution (Go). Use: scale /render jobs across workers.
  • blender-mcp — ahujasid — MIT — https://github.com/ahujasid/blender-mcp — Reference MCP server LLM→Blender. Use: MIT blueprint for agent-authored shots over the deterministic /render API.
  • blender-open-mcp — Nirajan Dhakal — MIT — https://github.com/dhakalnirajan/blender-open-mcp — MCP via Ollama (self-hosted LLM). Use: offline/on-prem variant (butcher posture).
  • mcp_link_blender — AuraFriday — GPL-3.0 — https://github.com/aurafriday/mcp_link_blender — Broad-surface MCP bridge. Use: reference (GPL, arm's length from MIT code).
  • OpenUSD / usd-core — Pixar/AOUSD — Apache-2.0 (mod) — https://pypi.org/project/usd-core/ — USD Python API. Use: compose USD scene graphs from panel data before Blender USD import.
  • guc — pablode — Apache-2.0 — https://github.com/pablode/guc — glTF→USD w/ MaterialX. Use: normalize glTF assets to USD.
  • usd_from_gltf — Google — Apache-2.0 — https://github.com/google/usd_from_gltf — glTF→USD(Z) CLI/Python. Use: batch asset-conversion step.
  • gltf2usd — kcoley — MIT — https://github.com/kcoley/gltf2usd — glTF→USD. Use: MIT-friendly converter to vendor.
  • Blender built-in glTF/USD IO — Blender Foundation — GPL-3.0 (in bpy) — Use: zero-dep load of USD/glTF into headless scene via bpy.ops.

GPL-containment note: Blender/bpy/BlenderProc/Blenderless/Flamenco run OUT-OF-PROCESS in /render → GPL stays contained, doesn't infect kreeader's own MIT code. MIT/Apache items (blender-mcp, usd-core, guc, usd_from_gltf, gltf2usd) are safe to import directly. Paid ref: NVIDIA Omniverse USD Exchange SDK (proprietary EULA).

Grease Pencil / 2D / Toon / NPR (most comic-native — 2.5D motion comics)

Core Blender (GPL)

NPR engines / toon shaders

  • Malt / BEER — BNPR — MIThttps://github.com/bnpr/Malt — Standalone real-time NPR (cel, soft-toon, x-toon, watercolor, hatch, halftone), Python-pipeline. Use: strongest permissive toon/cel engine; scripted per-panel shading presets.
  • Goo Engine — DillonGoo — GPL source (binaries Patreon-gated) — https://github.com/dillongoostudios/goo-engine — Blender fork, anime/NPR Eevee toon. Use: self-compile for production anime cel/outline.
  • LSCherry — lvoxx — GPL-3.0 — https://github.com/lvoxx/LSCherry — Anime toon framework (Eevee+Cycles), multi-band cel. Use: drop-in cel node groups; flat-color+shadow comic styling via bpy.
  • btoon — Yuki Koyama — GPLv3 code + CC-BY-4.0 .blend node libshttps://github.com/yuki-koyama/btoon — Toon material (rim/spec/contour). Use: lightweight cel+rim; permissive assets shippable.

GP 2D tools / cutout rigging

  • NijiGPen — chsh2 — GPL-3.0 — https://github.com/chsh2/nijiGPen — Vector boolean/offset, stroke cleanup, 2D→3D relief. Use: clean traced strokes + subtle depth/cel from flat shapes.
  • Tiny 2D Rig Tools — NickTiny — LICENSE unstated (flag) — https://github.com/NickTiny/Tiny-2D-Rig-Tools — Cutout GP rigs, auto-IK, time-offset drawing swaps. Use: CORE 2.5D cutout lip-sync — drive mouth-drawing swaps from voice track.
  • SakugaGP — spikysaurus — GPL-3.0 — https://github.com/spikysaurus/Blender-SakugaGP — Batch cel renderer, XDTS export, GP manager. Use: held-frame limited-animation cel look (motion-comic aesthetic), scriptable render passes.
  • GP Onion Peel — Pullusb — GPL-3.0 — https://github.com/Pullusb/GP_onion_peel — World-relative onion skinning. Use: authoring-time in-between reference.

2D→2.5D parallax / multiplane

  • Frame By Plane — extensions.blender.org — GPL-compat — https://extensions.blender.org/add-ons/frame-by-plane/ — images/sequences as rigged planes for multiplane/parallax/cutout. Use: MOST DIRECT cheap 2.5D — slice panel into fore/mid/bg layers, animate camera for parallax; per-layer maskable.
  • Camera Plane / Parallax Node — Les Fées Spéciales — GPL — https://gitlab.com/lfs.coop/blender/camera-plane — parents bg layers to camera space at distances (battle-tested 1300+ shots). Use: production multiplane rig, per-layer distances scripted per panel. Paid ref: Image Tracer SM, Goo binaries, SpiralAtlas toon (btoon/LSCherry are open alternatives).

Procedural generation (★ = clean driveable params → good frontend candidate)

Node-based frameworks (engine layer)

Buildings / cities

  • Buildify 1.0 — Pavel Oliva — GPL (free commercial; .blend geonodes lib) — https://paveloliva.gumroad.com/l/buildify (mirror archive.org/details/buildify-1.0) — Grows building from footprint curve + part collections. Driveable: floor height/count, part seeds — STRONG frontend candidate.
  • blosm (blender-osm) — vvoovv — GPL (base free; premium paid) — https://github.com/vvoovv/blosm — Imports real OSM buildings/roads/terrain/Google tiles. Driveable: bbox coords + toggles (string/numeric) — frontend-friendly; some features premium.
  • Procedural City Generator — hamolicious — MIT-family (verify) — https://github.com/hamolicious/Procedural-City-Generator — Randomized city from prebuilt buildings. Driveable: grid/seed/density; needs bpy entrypoint adapt.

Nature / vegetation / terrain

Scatter (flag)

  • Geo-Scatter — BD3D — MIXED: scripts GPL but core engine.blend royalty-free EULA (NOT libre) — https://geoscatter.com/ — High-density scatter. Prefer plain Geometry Nodes scatter for libre pipeline.

Headless scene-assembly harness

  • BlenderProc — DLR-RM — GPL-3.0 — https://github.com/DLR-RM/BlenderProc — Config/Python-driven headless photoreal scene assembly+render. Closest architectural precedent; whole scene = numeric/string config → directly the frontend model.
  • Molecular Nodes — Brady Johnston — GPL-3.0 — https://github.com/BradyAJohnston/MolecularNodes — Reference for wrapping geonode generators behind clean Python params (domain=molecules).

Paid ref: Geo-Scatter engine, blosm premium, SkyscrapX, M-CityGenerator, True Terrain, Terrain Mixer.

RECOMMENDATION: Geometry Script or pynodes (substrate) + BlenderProc (headless harness) = fully open core, every generator = Python fn w/ typed args (cleanest for param frontends). Built-in A.N.T. Landscape + Sapling = free, always-present, fully bpy.ops-driveable, zero licensing friction — best first frontends. Buildify + blosm = highest-leverage environment generators.

Scenery / Environment / World-building

Open, bpy-scriptable for headless generation.

  • A.N.T.Landscape — Blender Foundation/Jimmy Hazevoet — GPL-2.0+ — https://extensions.blender.org/add-ons/antlandscape/ — Procedural noise terrain/displacement. Use: bpy.ops.mesh.landscape_add() with height params from a panel's horizon → hills/cliffs/dunes.
  • Sapling Tree Gen — Blender Foundation — GPL-3.0+ — https://extensions.blender.org/add-ons/sapling-tree-gen/ — Parametric trees. Use: drive add_tree operator params to match drawn trees; operator-scriptable.
  • Modular Tree (mtree) — Maxime Herpin — GPL-3.0 — https://github.com/MaximeHerpin/modular_tree — Node-based tree gen. Use: specific stylized trees; node trees built programmatically for repeatable forests.
  • OpenScatter — GitMay3D — GPL-3.0 — https://github.com/GitMay3D/OpenScatter — Geometry-Nodes scattering (grass/foliage/rocks). Use: dress terrain foreground/midground, headless via geo-node inputs.
  • BagaPie Modifier — Antoine Bagattini — GPL/MIT (code; Assets pack is royalty-free not open) — https://abaga.gumroad.com/ — Geo-node presets: scatter, array-on-curve, walls/floors/fences/stairs/pipes, ivy. Use: set-dressing + architectural greebles.
  • blosm (blender-osm, base) — vvoovv — GPL (default textures CC0; Pro paid) — https://github.com/vvoovv/blosm — Import OSM buildings/roads/terrain/rivers. Use: recognizable/generic urban blocks → scriptable city backdrop; SRTM terrain for establishing shots.
  • Archimesh — Blender Foundation/Antonio Vazquez — GPL-2.0+ — https://extensions.blender.org/add-ons/archimesh/ — Parametric rooms/walls/doors/windows/stairs. Use: reconstruct interior sets headless from panel perspective.
  • Procedural Building Generator — lsimic — GPL — https://github.com/lsimic/ProceduralBuildingGenerator — Multi-storey shells with floors/windows/facade. Use: fill cityscape mid/background when OSM not wanted.
  • Blender Building Generator — outerreaches — GPL-3.0+ — https://github.com/outerreaches/blender-building-generator — Modern/post-apoc buildings, optional damage. Use: genre-matched hero buildings (ruined vs intact per mood).
  • Sorcar — aachman98 — GPL-3.0 — https://github.com/aachman98/Sorcar — Houdini-like node procedural modeling (250+ nodes). Use: bespoke set pieces via its Python API headless.
  • Poly Haven (HDRIs) — Poly Haven — CC0 — https://polyhaven.com/hdris — HDRIs + CC0 textures/scans. Use: world/sky IBL matching panel time-of-day via world node tree; CC0 materials.
  • Nishita Sky Texture (built-in) — Blender Foundation — GPL-2.0+ — https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/sky.html — Physically-based procedural sky/atmosphere. Use: fully procedural sky+sun from panel lighting direction; no HDRI file dep.
  • Procedural Granite Node Group — BlendSwap — CC0 — https://blendswap.com/blend/21900 — Parameterized rock/granite shader. Use: terrain/rock/stone materials, driven via shader node API.

Paid/non-free (reference): Physical Starlight and Atmosphere (GPL source but paid); blosm Pro/Google tiles; BagaPie Assets pack; BlenderKit premium. Substitute Poly Haven (CC0) for assets.

Caveat: A.N.T.Landscape + Archimesh are legacy "as-is" bundled add-ons but remain GPL + scriptable — safe.

Character modeling / rigging / lip-sync

Generation

  • MPFB2 (MakeHuman for Blender) — makehumancommunity — GPLv3 code, CC0 assetshttps://github.com/makehumancommunity/mpfb2 — In-Blender parametric human gen. Use: primary body-mesh factory, bpy-scriptable; CC0 output ships commercially; feeds Rigify/lip-sync.
  • CharMorph — Upliner (MB-Lab successor) — GPLv3 code, per-char CC0/CC-BY/AGPL (verify) — https://github.com/Upliner/CharMorph — One-panel rigged char creator w/ morphs. Use: stylized/comic proportions; pick CC0/CC-BY base.
  • MB-Lab — animate1978 — code GPL, models default AGPL-3 (flag)https://github.com/animate1978/MB-Lab — Legacy creator w/ phoneme presets. Use: reference/fallback only (AGPL output unsuitable for shipping); prefer CharMorph/MPFB2.

Auto-rigging

  • Rigify (bundled) — Blender Foundation — GPLv2+ — Use: bpy.ops.pose.rigify_generate() headless; MPFB2 auto-places compatible metarig → fully scripted body→rig; face bones for lip-sync.
  • CloudRig — Blender Studio — GPLv3 — https://projects.blender.org/Mets/CloudRig — Production Rigify-derived. Use: higher-quality for close-up acting; hero chars.
  • GameRig — Arminando — GPL-2.0 — https://github.com/Arminando/GameRig — Game-engine rigs (clean deform). Use: when exporting to glTF/FBX for real-time renderer.

Face / lip-sync (TTS/diarization audio → mouth)

Mocap / retarget

Pose / hair / clothing

  • Sakura PoseLib — Kafuji Sato — GPLv3 — https://github.com/kafuji/Sakura-Creative-Suite — Pose/expression bank. Use: per-panel emotion→pose blend complementing viseme keys.
  • GBH Tool — GixoXYZ — GPL-3.0 — https://github.com/GixoXYZ/BlenderGBHTool — Procedural hair. Use: scriptable hairstyle per comic char.
  • HairNet — Jandals — GPL — https://github.com/Jandals/HairNet — Mesh→hair guides. Use: stylized comic hair silhouettes from mesh cards.
  • Clothing: MPFB2's CC0 clothes library + clothes tool (no separate add-on). Paid ref: Auto-Rig Pro, Faceit (best audio-lip-sync UX), Rokoko, AccuRIG (proprietary), Mixamo (proprietary). Landmines: MB-Lab AGPL model output; FLAME non-commercial; unlicensed auto-lip-sync/Open-Mocap. Clean-for-commercial: MPFB2 (CC0) + Rigify + Rhubarb (MIT).

VFX / Simulation

All headless-bakeable via blender -b -P.

  • Blender core physics (particles, rigid body/Bullet, soft body, cloth, force fields, Geo-Nodes sim zones) — Blender Foundation — GPL-2.0+ — https://www.blender.org — Built-in solvers, no add-on. Use: baseline; script rigidbody/particle/cloth + ptcache.bake_all in background for debris, capes, rubble.
  • Mantaflow (smoke/fire/liquids, bundled) — TU Munich/BF — Apache-2.0 engine (in GPL Blender) — http://mantaflow.com — Native fire/smoke/FLIP fluid. Use: explosions, muzzle smoke, splashes via Fluid modifier; bake + OpenVDB cache headless.
  • Cell Fracture (bundled add-on) — Blender Foundation — GPL-2.0+ — https://extensions.blender.org/add-ons/cell-fracture/ — Voronoi shatter. Use: pre-fracture wall/vehicle + rigid-body bake for smash/impact ("KRAKOOM").
  • Fracture Modifier (blender-fracture) — scorpion81 — GPL-2.0+ — https://github.com/scorpion81/blender-fracture — Dedicated Blender build, non-destructive interactive fracture+constraints. Use: alternate headless binary for progressive/constrained destruction.
  • Molecular Plus — u3dreal — GPL-3.0+ — https://github.com/u3dreal/molecular-plus — Particle-link dynamics, sand, particle soft-body/cloth (Blender 4.25.1+). Use: sand pours, cohesive debris, goo, impact sprays.
  • Blender-Molecular-Script (original) — Pyroevil — GPL — https://github.com/Pyroevil/Blender-Molecular-Script — Origin of Molecular Plus. Use: reference/fallback.
  • Animation Nodes — Jacques Lucke — GPL-3.0 — https://github.com/JacquesLucke/animation_nodes — Node motion-graphics/visual scripting. Use: reusable rigs (text bursts, speed lines, kinetic transitions) parameterized per shot.
  • Sverchok — nortikin — GPL-3.0 — https://github.com/nortikin/sverchok — Parametric node geometry. Use: shockwave rings, shatter patterns, radiating impact lines, energy-blast meshes per panel.
  • Tissue — Alessandro Zomparelli/Co-de-iT — GPL-2.0+ — https://github.com/alessandro-zomparelli/tissue — Tessellation, dual mesh, reaction-diffusion. Use: crystalline growth, cracking shells, spreading corruption in transformation beats.
  • Real Snow (bundled) — Blender Foundation — GPL-2.0+ — https://extensions.blender.org/add-ons/real-snow/ — Snow layer generator. Use: one-operator winter dressing + particle falling snow.
  • Molecular Nodes — Brady Johnston — GPL-3.0 — https://github.com/BradyAJohnston/MolecularNodes — Geo-Nodes molecular sci-viz. Use: niche, science/tech comic set pieces only.

Flagged (license unstated, verify): JFracture (jfranmatheu, no LICENSE; fast parallel cell-fracture) https://github.com/jfranmatheu/JFracture ; Smashing (hanoixan, no license; destruction wrapper) https://github.com/hanoixan/Smashing.

Paid (reference): FLIP Fluids add-on paid but engine is MIT https://github.com/rlguy/Blender-FLIP-Fluids (buildable/scriptable directly); RBDLab; Khaos/Kaboom explosion add-ons (reproducible with Mantaflow+particles).

Highest value for comic action/impact: core destruction + Mantaflow.

General production add-ons (shot/camera/render/lighting/VSE)

  • Shot Manager — Ubisoft — GPL-3.0 — https://github.com/ubisoft/shotmanager — True "shot" entity + multi-camera sequence tools. Use: map each panel→Shot (camera+frame range+take); enumerate shots headless, render each panel range.
  • Add Camera Rigs — waylow/Blender — GPL-3.0+ — https://github.com/waylow/add_camera_rigs — Armature Dolly/Crane/2D camera rigs + composition guides. Use: instantiate rig per panel, keyframe bones (dolly-in reveal, crane over splash) headless.
  • AutoCam (Free) — GPL-3.0 — https://extensions.blender.org/add-ons/autocam/ — Records + bakes natural camera moves to editable paths. Use: smooth easing camera-in moves; baked F-curves render deterministically headless.
  • glTF-Blender-IO — Khronos — Apache-2.0https://github.com/KhronosGroup/glTF-Blender-IO — Official glTF2 import/export (bundled). Use: round-trip character/prop assets; bpy.ops.import/export_scene.gltf scriptable for headless ingestion.
  • reference_to_image_plane — Pullusb — GPL-3.0 — https://github.com/Pullusb/reference_to_image_plane — Empty-image refs → textured mesh planes. Use: turn segmented panel layers (fg/char/bg PNGs) into stacked planes for 2.5D parallax.
  • BlenderOpenRenderQueue — sudotman — MIThttps://github.com/sudotman/BlenderOpenRenderQueue — CLI-wrapper render queue (sequential background). Use: basis for the out-of-process render orchestrator; MIT-vendorable into the studio worker.
  • Command-line Render Script Generator — cgvirus — GPL-3.0 — https://github.com/cgvirus/Blender_Addon_commandline_render_script_generator — Emits blender -b -f/-a scripts from render settings. Use: reference for correct headless invocations per panel/shot.
  • LeoMoon LightStudio — GPL-3.0 — https://github.com/leomoon-studios/leomoon-lightstudio — 2D-controlled studio lighting → 3D placement, per-light profiles. Use: named lighting profile per shot (mood), headless-selectable.
  • blender-light-studio (SNLS) — nortikin — GPL-3.0 — https://github.com/nortikin/blender-light-studio — HDR-Light-Studio-style rig. Use: alt open lighting-rig presets from bpy.
  • Subtitle Editor — tin2tin — GPL — https://github.com/tin2tin/subtitle_editor — VSE subtitle suite w/ Faster-Whisper transcription + timed text strips. Use: auto-generate/align caption+dialogue strips over voiced audio; burn captions into final render.
  • Vocal VSE — jet-logic — GPL-3.0 — https://github.com/jet-logic/vocal_vse — Offline TTS voiceover from text strips in VSE, auto-sync. Use: on-pipeline — text strips→voiced strips (or swap in project TTS, reuse strip flow).
  • BlenderAddonPackageTool — xzhuah — MIThttps://github.com/xzhuah/BlenderAddonPackageTool — Dev/hot-reload/package framework for bpy add-ons (auto class load, 4.2+ ext). Use: scaffold kreeader-studio's own in-Blender helper add-on (panel-import, shot-setup, render-config); MIT, no copyleft.
  • Blender Kitsu + Render Review + Contactsheet — Blender Studio — GPL-3.0 — https://github.com/blender/blender-studio-tools — Kitsu shot/task DB link, VSE render review, contact sheet. Use: scriptable shot/task backend; per-page proof/review montage of rendered panels.

Paid ref: Serpens (visual add-on creator, paid). Adjacent: Pallaidium (tin2tin, GPL-3.0, generative-AI VSE studio). Caveats: add_camera_rigs/subtitle_editor/studio-tools carry in-source GPL (no SPDX file) — all GPL, none paid.

Open / CC0 asset libraries (scene dressing)

APIs enable headless auto-population.

  • Poly Haven — CC0 — https://polyhaven.com/ · API https://api.polyhaven.com/ (/assets?type=hdris|textures|models, /files/{id}→direct URLs) — ~980 HDRIs, ~780 PBR textures, ~520 models. Use: best headless lighting/backgrounds; auto-fetch HDRI + props, no attribution.
  • ambientCG — CC0 — https://ambientcg.com/ · API /api/v2/full_json?type=Material&include=downloadData — 2800+ PBR materials to 8K + HDRIs. Use: pull "brick wall 4K" etc. and assign to bg geometry programmatically.
  • Poly Pizza — CC0 + CC-BY (per-model) — https://poly.pizza/ · API v1.1 (free key) — 10k+ low-poly models (GLB). Use: search-by-keyword prop fetch; filter CC0 to avoid attribution.
  • Quaternius — CC0 — https://quaternius.com/ (no API; mirror) — thousands stylized low-poly incl rigged/animated characters. Use: CC0 motion-comic actors; pre-download packs to local library.
  • Kenney — CC0 — https://kenney.nl/assets?q=3d (no API; mirror) — coherent low-poly kits (city/nature/furniture/vehicles/chars). Use: modular snap-together bg sets; consistent style across panels.
  • Chocofur free — CC0 — https://store.chocofur.com/free-3d-models — 100+ realistic furniture .blend. Use: dress indoor panels.
  • BlenderKit free — CC0/RF (RF: no standalone redistribution) — https://www.blenderkit.com/ · GPL add-on https://github.com/BlenderKit/BlenderKit — free ~10k models/materials/HDRIs. Use: GPL add-on scriptable from bpy INSIDE headless Blender — tightest programmatic integration; constrain to CC0/free.
  • Sketchfab (CC0/CC-BY) — per-model CC — https://sketchfab.com/tags/cc0 · Download API (OAuth, license=cc0) — huge catalog incl scans. Use: breadth for unusual props; filter CC0.
  • Smithsonian Open Access 3D — CC0 — https://3d.si.edu/ · REST API (api.data.gov key) — 2000+ CC0 scans (statues/artifacts/spacecraft). Use: hi-fi real-world hero props.
  • 3DTextures.me — CC0 (1K free; 4K Patreon) — https://3dtextures.me/ (no API; mirror) — seamless PBR. Use: extra CC0 material variety.
  • cgbookcase — CC0 — https://www.cgbookcase.com/textures/ (no API; mirror) — 500+ curated PBR. Use: reliable bg surfacing.
  • ShareTextures — CC0 — https://www.sharetextures.com/ (no API; mirror) — 1700+ CC0 textures + some models. Use: redundancy pool.

Programmatic: REST APIs (headless auto-fetch): Poly Haven, ambientCG, Poly Pizza, Sketchfab, Smithsonian. bpy add-on: BlenderKit. No API (pre-mirror): Quaternius, Kenney, Chocofur, 3DTextures, cgbookcase, ShareTextures. Paid ref: BlenderKit Full, Chocofur Pro, Fab/Epic.