18 KiB
Mac Mini M4 Pro (waterdeep) as Local AI Agent for 3D Avatar Creation
- Status: accepted
- Date: 2026-02-16
- Updated: 2026-02-23
- Deciders: Billy
- Technical Story: Use waterdeep as a dedicated local AI workstation for BlenderMCP-driven 3D avatar creation, replacing the previously proposed Ray worker role
Context and Problem Statement
waterdeep is a Mac Mini M4 Pro with 48 GB of unified memory that currently serves as a development workstation (see ADR-0037). The original proposal was to add it to the Ray cluster as an external inference/training worker, but:
- All Ray inference slots are already allocated and stable — adding a 5th GPU class (MPS) increases complexity without filling a gap
- vLLM's MPS backend remains experimental — not production-ready for serving
- The real unmet need is 3D avatar creation for companions-frontend (ADR-0062)
ADR-0062 describes using BlenderMCP in a Kasm Blender workstation for AI-assisted avatar creation. While Kasm works, it runs Blender inside a DinD container with no GPU acceleration — rendering and viewport interaction are CPU-only, which is painfully slow for sculpting, material preview, and VRM export iteration.
waterdeep's M4 Pro has a 16-core GPU with hardware-accelerated Metal rendering and 48 GB of unified memory shared between CPU and GPU. Running Blender natively on waterdeep with BlenderMCP gives a dramatically better 3D creation experience than Kasm.
How should we use waterdeep to maximise the 3D avatar creation pipeline for companions-frontend?
Decision Drivers
- Blender on Kasm is CPU-rendered inside DinD — no Metal/Vulkan/CUDA GPU access, poor viewport performance
- waterdeep has a 16-core Apple GPU with Metal support — Blender's Metal backend enables real-time viewport rendering, Cycles GPU rendering, and smooth sculpting
- 48 GB unified memory means Blender, VS Code, and the MCP server can all run simultaneously without swapping
- VS Code with Copilot agent mode and BlenderMCP server are installed on waterdeep — VS Code drives Blender via localhost:9876 with zero-latency socket communication
- Exported VRM models must reach gravenhollow for production serving (ADR-0062)
- rclone chosen for asset promotion to gravenhollow's RustFS S3 endpoint — simpler than NFS mounts on macOS, consistent with existing Kasm rclone patterns, and avoids autofs/NFS fstab complexity
- The Kasm Blender workflow from ADR-0062 remains available as a fallback (browser-based, no local install required)
- ray cluster GPU fleet is fully allocated and stable — adding MPS complexity is not justified
Considered Options
- Local AI agent on waterdeep — Blender + BlenderMCP + VS Code natively on macOS, promoting assets to gravenhollow via rclone (S3)
- External Ray worker on macOS (original proposal) — join the Ray cluster for inference and training
- Keep Kasm-only workflow — rely entirely on the browser-based Kasm Blender workstation from ADR-0062
Decision Outcome
Chosen option: Option 1 — Local AI agent on waterdeep, because the Mac Mini's Metal GPU makes it dramatically better for 3D work than CPU-rendered Kasm, the Ray cluster doesn't need another worker, and the local workflow eliminates network latency between VS Code, the MCP server, and Blender.
Positive Consequences
- Metal GPU acceleration — real-time Eevee viewport, GPU-accelerated Cycles rendering, smooth 60fps sculpting
- Zero-latency MCP — BlenderMCP socket (localhost:9876) has no network hop, instant command execution
- 48 GB unified memory — large Blender scenes, multiple VRM models open simultaneously, no swap pressure
- VS Code + Copilot agent mode + BlenderMCP server installed natively — single editor drives both code and Blender commands
- rclone for asset promotion — consistent with Kasm rclone patterns, avoids macOS NFS/autofs complexity
- Remaining a dev workstation — avatar creation is a creative dev workflow, not a server workload
- Kasm Blender remains available as a browser-based fallback for remote/mobile access
- Simpler than the Ray worker approach — no cluster integration, no GCS port exposure, no experimental MPS backend
Negative Consequences
- Blender, VS Code, and add-ons must be installed and maintained locally on waterdeep via Homebrew
- Assets created locally need explicit
rclone copyto promote to gravenhollow (vs Kasm's automatic rclone to Quobyte S3) - waterdeep is a single machine — no redundancy for the 3D creation workflow
- Not managed by Kubernetes or GitOps — relies on Homebrew-managed tooling
Pros and Cons of the Options
Option 1: Local AI agent on waterdeep
- Good, because Metal GPU acceleration makes Blender usable for real 3D work (sculpting, rendering, material preview)
- Good, because localhost MCP socket eliminates all network latency
- Good, because 48 GB unified memory supports complex scenes without swapping
- Good, because no experimental backends (MPS/vLLM) — using Blender's mature Metal renderer
- Good, because waterdeep stays a dev workstation, aligning with its named role
- Bad, because local-only — no browser-based remote access (use Kasm for that)
- Bad, because manual tool installation (Blender, VRM add-on, BlenderMCP, VS Code)
- Bad, because asset promotion to gravenhollow requires explicit rclone command
Option 2: External Ray worker on macOS (original proposal)
- Good, because adds GPU compute to the Ray cluster
- Good, because training jobs gain MPS acceleration
- Bad, because vLLM MPS backend is experimental — not production-ready
- Bad, because adds a 5th GPU class (MPS) to an already complex fleet
- Bad, because Ray GCS port exposure adds security surface
- Bad, because doesn't address the actual unmet need (3D avatar creation)
- Bad, because waterdeep becomes a server, degrading its dev workstation role
Option 3: Kasm-only workflow
- Good, because browser-based — usable from any device
- Good, because no local installation required
- Bad, because CPU-rendered Blender inside DinD — poor viewport performance
- Bad, because network latency between VS Code and Blender socket
- Bad, because limited memory inside Kasm container
- Bad, because no GPU acceleration for rendering or sculpting
Architecture
┌─────────────────────────────────────────────────────────────────────────┐
│ waterdeep (Mac Mini M4 Pro · 48 GB unified · Metal GPU) │
│ │
│ ┌──────────────────────────────────────────────────────┐ │
│ │ VS Code + GitHub Copilot (agent mode) │ │
│ │ │ │
│ │ BlenderMCP Server (uvx blender-mcp) │ │
│ │ DISABLE_TELEMETRY=true │ │
│ │ │ │ │
│ │ │ TCP localhost:9876 (zero latency) │ │
│ │ ▼ │ │
│ └─────────┬────────────────────────────────────────────┘ │
│ │ │
│ ┌─────────▼────────────────────────────────────────────┐ │
│ │ Blender 4.x (native macOS) │ │
│ │ │ │
│ │ Renderer: Metal (Eevee real-time + Cycles GPU) │ │
│ │ Add-ons: │ │
│ │ • BlenderMCP (addon.py) — socket server :9876 │ │
│ │ • VRM Add-on for Blender — import/export VRM │ │
│ │ │ │
│ │ Working files: ~/blender-avatars/ │ │
│ │ ├── projects/ (.blend source files) │ │
│ │ ├── exports/ (.vrm exported models) │ │
│ │ └── textures/ (shared texture library) │ │
│ └──────────────────────────────────────────────────────┘ │
│ │ │
│ rclone (S3 asset promotion) │
│ gravenhollow RustFS :30292 │
└──────────────────────────┼──────────────────────────────────────────────┘
│
▼
┌─────────────────────────────────────────────────────────────────────────┐
│ gravenhollow.lab.daviestechlabs.io │
│ (TrueNAS Scale · All-SSD · Dual 10GbE · 12.2 TB) │
│ │
│ NFS: /mnt/gravenhollow/kubernetes/avatar-models/ │
│ ├── Seed-san.vrm (default model) │
│ ├── Companion-A.vrm (promoted from waterdeep) │
│ └── animations/ (shared animation clips) │
│ │
│ S3 (RustFS): avatar-models bucket │
│ (same data, served via Cloudflare Tunnel for remote users) │
└──────────────────────────┬──────────────────────────────────────────────┘
│
┌────────────┴───────────────┐
│ │
NFS (nfs-fast PVC) Cloudflare Tunnel
│ (assets.daviestechlabs.io)
▼ │
┌──────────────────────────┐ ▼
│ companions-frontend │ ┌──────────────────────────┐
│ (Kubernetes pod) │ │ Remote users (CDN-cached │
│ LAN users │ │ via Cloudflare edge) │
└──────────────────────────┘ └──────────────────────────┘
Implementation Plan
1. Install Blender and Add-ons
# Install Blender via Homebrew
brew install --cask blender
# Download BlenderMCP add-on
curl -LO https://raw.githubusercontent.com/ahujasid/blender-mcp/main/addon.py
# Install in Blender:
# Edit > Preferences > Add-ons > Install... > select addon.py
# Enable "Interface: Blender MCP"
# Install VRM Add-on for Blender:
# Download from https://vrm-addon-for-blender.info/en/
# Edit > Preferences > Add-ons > Install... > select VRM add-on zip
# Enable "Import-Export: VRM"
2. VS Code MCP Configuration
// .vscode/mcp.json (in companions-frontend or global settings)
{
"servers": {
"blender": {
"command": "uvx",
"args": ["blender-mcp"],
"env": {
"BLENDER_HOST": "localhost",
"BLENDER_PORT": "9876",
"DISABLE_TELEMETRY": "true"
}
}
}
}
3. Python Environment for BlenderMCP
# Install uv (per ADR-0012)
curl -LsSf https://astral.sh/uv/install.sh | sh
# uvx handles the BlenderMCP server environment automatically
# Verify it works:
uvx blender-mcp --help
4. rclone for Asset Promotion
Use rclone to promote finished VRM exports to gravenhollow's RustFS S3 endpoint. This is consistent with the Kasm rclone volume plugin pattern from ADR-0062 and avoids macOS NFS/autofs complexity.
# Install rclone
brew install rclone
# Configure gravenhollow RustFS endpoint
rclone config create gravenhollow s3 \
provider=Other \
endpoint=https://gravenhollow.lab.daviestechlabs.io:30292 \
access_key_id=<key> \
secret_access_key=<secret>
# Promote a finished VRM
rclone copy ~/blender-avatars/exports/Companion-A.vrm gravenhollow:avatar-models/
# Sync all exports (idempotent)
rclone sync ~/blender-avatars/exports/ gravenhollow:avatar-models/ --exclude "*.blend"
Why rclone over NFS? macOS autofs/NFS mounts are fragile across reboots and network changes. rclone is a single binary, works over HTTPS, and matches the promotion pattern already used in Kasm workflows. The explicit
rclone copycommand also serves as a deliberate promotion gate — only intentionally promoted models reach production.
5. Avatar Creation Workflow (waterdeep)
- Open Blender on waterdeep (native Metal-accelerated)
- Enable BlenderMCP → 3D View sidebar → "BlenderMCP" tab → click "Connect"
- Open VS Code with Copilot agent mode — BlenderMCP server starts automatically
- Create avatars using AI-assisted prompts:
- "Create an anime-style character with silver hair and a mage outfit"
- "Apply metallic blue material to the staff"
- "Rig this character for VRM export with standard humanoid bones"
- "Export as VRM to ~/blender-avatars/exports/Silver-Mage.vrm"
- Preview in real-time — Metal GPU renders Eevee viewport at 60fps
- Promote the finished VRM to gravenhollow via rclone:
rclone copy ~/blender-avatars/exports/Silver-Mage-v1.vrm gravenhollow:avatar-models/ - Register in companions-frontend — update
AllowedAvatarModelsin Go and JS allowlists, commit
6. Workflow Comparison: waterdeep vs Kasm
| Aspect | waterdeep (local) | Kasm (browser) |
|---|---|---|
| GPU rendering | Metal 16-core GPU — Eevee real-time, Cycles GPU | CPU-only software rendering |
| Viewport FPS | 60fps (Metal) | 5–15fps (CPU rasterisation) |
| MCP latency | localhost socket — sub-millisecond | Network hop to Kasm container |
| Memory | 48 GB unified, shared with GPU | Limited by Kasm container allocation |
| Sculpting | Smooth, hardware-accelerated | Laggy, CPU-bound |
| Asset promotion | rclone to gravenhollow RustFS S3 | Auto rclone to Quobyte S3 → manual promote to gravenhollow |
| Access | Local only (waterdeep physical/VNC) | Any browser, anywhere |
| Setup | Homebrew + manual add-on install | Pre-baked in Kasm image |
| Use when | Primary creation workflow | Remote access, quick edits, mobile |
Security Considerations
- BlenderMCP's
execute_blender_coderuns arbitrary Python in Blender — review AI-generated code before execution, especially file I/O operations - Telemetry disabled via
DISABLE_TELEMETRY=truein MCP server config - BlenderMCP socket (port 9876) bound to localhost — not exposed to the network
- NFS traffic to gravenhollow traverses the LAN — no sensitive data in VRM files
- waterdeep has no cluster access — compromise doesn't impact Kubernetes workloads
.blendsource files stay local on waterdeep; only finished VRM exports are promoted to gravenhollow
Future Considerations
- DGX Spark (ADR-0058): When acquired, DGX Spark handles training; waterdeep remains the 3D creation workstation
- Blender + MLX: Apple's MLX framework could power local AI-generated textures or mesh deformation directly in Blender — worth evaluating as Blender add-ons mature
- Automated promotion: A file watcher (fswatch/launchd) could auto-run
rclone syncwhen a new VRM appears in~/blender-avatars/exports/ - VRM validation: Add a pre-promotion check script that validates VRM humanoid rig completeness, expression morphs, and viseme shapes before copying to gravenhollow
Links
- Related: ADR-0062 — BlenderMCP 3D avatar workflow (Kasm + deployment architecture)
- Related: ADR-0046 — Companions frontend architecture (Three.js + VRM avatars)
- Related: ADR-0026 — Storage strategy (gravenhollow NFS-fast)
- Related: ADR-0037 — Node naming conventions (waterdeep)
- Related: ADR-0012 — uv for Python development
- BlenderMCP GitHub
- Blender Metal GPU Rendering
- VRM Add-on for Blender
- @pixiv/three-vrm