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structura-render

Turn a Minecraft Structure NBT into a real photo or a 3D file — using your own game's actual textures and block shapes, not guesses.

No fake textures, no hardcoded block shapes, no bundled game files. Point it at your own Minecraft client and get pixel-accurate PNGs and a 3D file (USDZ, glTF/GLB, OBJ or STL) out the other end.

This isn't a lookup table of ~50 common blocks with guessed shapes. The resolver walks the same blockstate → multipart/variant → model → element rotation → UV pipeline the Minecraft client itself uses, so ordinary vanilla blocks — stairs, doors, fences, plants, redstone and the rest — come from the game's data rather than per-block guesses. Vanilla's non-model renderers (chests, banners, heads, shulker boxes, conduit, bell, decorated pots, portals and fluids) share a compact textured compound-model layer. Structure entities are preserved too: paintings, populated item frames, armor stands with equipment, dropped items, and static neutral-pose models for every vanilla entity through 26.2.

USDZ export of a floating island structure, viewed in a 3D viewer Close-up hero-render detail: windows, timber framing, flower pots

Why it's worth using

  • Data-driven where vanilla is. JSON-modelled blocks use the same blockstate/model data and PNGs as the game. Dynamic blocks use their real entity textures on compact state-aware compound geometry.
  • One mesh, every output. Geometry is resolved once and shared between PNG renders and every 3D export (USDZ, glTF, OBJ, STL), so what you preview is exactly what you get in 3D — nothing drifts between formats.
  • Clean by design. Zero Mojang assets in this repo or its releases — can't, EULA forbids it. You always supply your own client, so there's no legal grey area to worry about.
  • Version-flexible. Point it at a .jar from Minecraft 1.13 through the latest release and it just works — verified end to end on both 1.21.1 and the newest 26.2. New blocks resolve automatically; no waiting on us to add support.
  • Light by default. Core install is just NumPy, Pillow and SciPy. PyVista and the format-specific libraries (USD, trimesh) only get pulled in if you actually ask for hero renders or a given 3D export.
  • Self-updating classification. Which blocks are solid cubes (for occlusion) is computed from real model geometry, not a hand-maintained name list — it doesn't go stale as new blocks ship.

What it does

  • block_model.py — generic blockstate/model resolver: variants, multipart conditions, parent chains, element rotations, UV rotation and UV locking. Builds real geometry for every JSON-modelled vanilla block.
  • entities.py / entity_models.py / item_models.py — paintings, frames and static vanilla entity models with per-face UVs. Equipment, framed items and dropped items use the client pack's base item model; incompatible, future or modded entities retain a visible compact fallback.
  • textures.py — resolves #variable texture references and samples the real PNG, including per-pixel alpha for correct occlusion (glass, leaves, iron bars).
  • projections.py — six-view orthographic PNGs (top/bottom/N/S/E/W) with envelope/aura/terrain-pod/glass-dome mask overlays, for engineering QA rather than looks.
  • hero.py (hero extra) — one real-textured, real-lit PyVista render of the finished structure — the kind of shot above.
  • usdz.py (usdz extra) — a textured USDZ mesh for AR Quick Look, from the same mesh builder as the hero renderer.
  • gltf.py (gltf extra) — a textured .glb, for the web (<model-viewer>, three.js), Android AR Scene Viewer, Blender and every other glTF-reading tool.
  • obj.py (obj extra) — textured Wavefront OBJ + MTL, for Blender, MeshLab and any classic 3D tool.
  • stl.py (stl extra) — binary STL geometry (no color/texture — the format doesn't have one), for 3D printing or any STL reader.
  • build_full_cube_list.py / build_opaque_blocks.py — data-derived block classification, described above.
  • docs/block-render-audit-26.2.md — one row for every vanilla blockstate, including explicit dynamic-render limitations.
  • legacy_input.py (legacy extra) — every entry point also accepts legacy .schematic and Sponge .schem files recognized by amulet-core, and converts them to Structure NBT on the fly. No manual conversion step.

Quick start

export STRUCTURA_MINECRAFT_ASSETS="$HOME/Library/Application Support/minecraft/versions/1.21.1/1.21.1.jar"
pip install "structura-render[usdz]"
structura-render-hero structure.nbt preview.png
structura-export-usdz structure.nbt model.usdz

Swap [usdz] for [gltf], [obj] or [stl] (or several, comma-separated) for the other 3D formats — structura-export-gltf, structura-export-obj, structura-export-stl follow the same src dst signature.

Have a legacy .schematic/.schem instead of Structure NBT? Add the legacy extra ([usdz,legacy]) and pass it straight in — no separate conversion step:

structura-render-hero house.schematic preview.png

Point STRUCTURA_MINECRAFT_ASSETS at a client .jar (any version from 1.13 up) or an already-extracted assets/minecraft directory. A .jar is extracted once into $XDG_CACHE_HOME/structura-render/jar-assets (~/.cache/... if unset), keyed by its path, size and mtime, so repeat runs and multiple installed versions don't re-extract or collide. When the variable is unset, the package searches parent folders and the current directory for assets/minecraft.

This project's own datapack targets Minecraft Java 1.21.1 specifically (structura_core.version.JAVA_VERSION); if you're previewing its structures, match that version for a guaranteed-correct result. Anything older than 1.13 uses a different asset layout entirely (pre-"flattening") and isn't supported. On load, the package checks for heavy_core (added in 1.21) and warns on stderr if it's missing, as a cheap signal that the pointed-at client predates 1.21 — not exhaustive, just a sanity check.

Entity rendering is intentionally static. It does not evaluate animation, AI, item predicates, glint, armor trims or arbitrary display transforms. The shared mob rigs preserve identity, scale and silhouette for previews; they are not a replacement for each mob renderer's animated model hierarchy. Those limits affect only entity previews; block geometry continues to come from the client model pipeline described above.

Use the lighter hero extra when no 3D export is needed; plain projection rendering (structura-render-projections, no extra) skips PyVista and every format-specific library entirely.

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