agentvfx 0.0.0-stage → 0.3.4

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Files changed (483) hide show
  1. package/AGENTS.md +8 -0
  2. package/GEMINI.md +1 -0
  3. package/LICENSE +172 -0
  4. package/README.md +236 -2
  5. package/package.json +35 -4
  6. package/skills/agentvfx/LICENSE +172 -0
  7. package/skills/agentvfx/NOTICE +44 -0
  8. package/skills/agentvfx/SKILL.md +90 -0
  9. package/skills/agentvfx/engine/core/constants.mjs +84 -0
  10. package/skills/agentvfx/engine/core/flash-constants.mjs +23 -0
  11. package/skills/agentvfx/engine/core/flash.mjs +240 -0
  12. package/skills/agentvfx/engine/core/mark.mjs +28 -0
  13. package/skills/agentvfx/engine/core/palettes.mjs +36 -0
  14. package/skills/agentvfx/engine/core/schedule.mjs +85 -0
  15. package/skills/agentvfx/engine/core/templates.mjs +43 -0
  16. package/skills/agentvfx/engine/core/util.mjs +167 -0
  17. package/skills/agentvfx/engine/core/validate.mjs +334 -0
  18. package/skills/agentvfx/engine/node/analysis.mjs +172 -0
  19. package/skills/agentvfx/engine/node/audio.mjs +621 -0
  20. package/skills/agentvfx/engine/node/board.mjs +24 -0
  21. package/skills/agentvfx/engine/node/chrome.mjs +349 -0
  22. package/skills/agentvfx/engine/node/encode.mjs +110 -0
  23. package/skills/agentvfx/engine/node/eye.mjs +77 -0
  24. package/skills/agentvfx/engine/node/footage.mjs +129 -0
  25. package/skills/agentvfx/engine/node/frame-worker.mjs +39 -0
  26. package/skills/agentvfx/engine/node/host.mjs +31 -0
  27. package/skills/agentvfx/engine/node/job.mjs +181 -0
  28. package/skills/agentvfx/engine/node/png.mjs +112 -0
  29. package/skills/agentvfx/engine/node/render.mjs +161 -0
  30. package/skills/agentvfx/engine/node/stage-capture.mjs +187 -0
  31. package/skills/agentvfx/engine/node/stage-serve.mjs +72 -0
  32. package/skills/agentvfx/engine/node/stills.mjs +100 -0
  33. package/skills/agentvfx/engine/node/ws-server.mjs +132 -0
  34. package/skills/agentvfx/engine/web/gl.mjs +319 -0
  35. package/skills/agentvfx/engine/web/glsl-common.mjs +78 -0
  36. package/skills/agentvfx/engine/web/init.js +23 -0
  37. package/skills/agentvfx/engine/web/prelude.mjs +150 -0
  38. package/skills/agentvfx/engine/web/render.html +11 -0
  39. package/skills/agentvfx/engine/web/render.mjs +388 -0
  40. package/skills/agentvfx/engine/web/scale.mjs +15 -0
  41. package/skills/agentvfx/engine/web/text.mjs +158 -0
  42. package/skills/agentvfx/plates/terminalcore/README.md +61 -0
  43. package/skills/agentvfx/plates/terminalcore/__pycache__/crt.cpython-313.pyc +0 -0
  44. package/skills/agentvfx/plates/terminalcore/__pycache__/font.cpython-313.pyc +0 -0
  45. package/skills/agentvfx/plates/terminalcore/__pycache__/gallery.cpython-313.pyc +0 -0
  46. package/skills/agentvfx/plates/terminalcore/__pycache__/gallery_mats.cpython-313.pyc +0 -0
  47. package/skills/agentvfx/plates/terminalcore/__pycache__/gallery_room.cpython-313.pyc +0 -0
  48. package/skills/agentvfx/plates/terminalcore/__pycache__/materials.cpython-313.pyc +0 -0
  49. package/skills/agentvfx/plates/terminalcore/__pycache__/nodekit.cpython-313.pyc +0 -0
  50. package/skills/agentvfx/plates/terminalcore/__pycache__/room.cpython-313.pyc +0 -0
  51. package/skills/agentvfx/plates/terminalcore/__pycache__/shots.cpython-313.pyc +0 -0
  52. package/skills/agentvfx/plates/terminalcore/__pycache__/textures.cpython-313.pyc +0 -0
  53. package/skills/agentvfx/plates/terminalcore/__pycache__/wall.cpython-313.pyc +0 -0
  54. package/skills/agentvfx/plates/terminalcore/crt.py +143 -0
  55. package/skills/agentvfx/plates/terminalcore/font.py +80 -0
  56. package/skills/agentvfx/plates/terminalcore/gallery.py +61 -0
  57. package/skills/agentvfx/plates/terminalcore/gallery_mats.py +144 -0
  58. package/skills/agentvfx/plates/terminalcore/gallery_room.py +126 -0
  59. package/skills/agentvfx/plates/terminalcore/materials.py +170 -0
  60. package/skills/agentvfx/plates/terminalcore/nodekit.py +87 -0
  61. package/skills/agentvfx/plates/terminalcore/room.py +82 -0
  62. package/skills/agentvfx/plates/terminalcore/scene.py +219 -0
  63. package/skills/agentvfx/plates/terminalcore/shots.py +48 -0
  64. package/skills/agentvfx/plates/terminalcore/textures.py +79 -0
  65. package/skills/agentvfx/plates/terminalcore/wall.py +103 -0
  66. package/skills/agentvfx/references/plates.md +22 -0
  67. package/skills/agentvfx/references/template-format.md +149 -0
  68. package/skills/agentvfx/references/web.md +63 -0
  69. package/skills/agentvfx/runtime/agentvfx.js +708 -0
  70. package/skills/agentvfx/schemas/fx-score.schema.json +98 -0
  71. package/skills/agentvfx/scripts/export-web.mjs +155 -0
  72. package/skills/agentvfx/scripts/loop.mjs +129 -0
  73. package/skills/agentvfx/scripts/make-beat.mjs +133 -0
  74. package/skills/agentvfx/scripts/plate.mjs +82 -0
  75. package/skills/agentvfx/scripts/vfx.mjs +173 -0
  76. package/skills/agentvfx/templates/_test/feedback-counter/fx.json +11 -0
  77. package/skills/agentvfx/templates/_test/feedback-counter/main.frag +4 -0
  78. package/skills/agentvfx/templates/_test/feedback-counter/pass0.frag +4 -0
  79. package/skills/agentvfx/templates/_test/gradient/fx.json +23 -0
  80. package/skills/agentvfx/templates/_test/gradient/main.frag +5 -0
  81. package/skills/agentvfx/templates/_test/identity/fx.json +10 -0
  82. package/skills/agentvfx/templates/_test/identity/main.frag +4 -0
  83. package/skills/agentvfx/templates/_test/strobe/fx.json +14 -0
  84. package/skills/agentvfx/templates/_test/strobe/main.frag +6 -0
  85. package/skills/agentvfx/templates/_test/text-probe/fx.json +15 -0
  86. package/skills/agentvfx/templates/_test/text-probe/main.frag +6 -0
  87. package/skills/agentvfx/templates/brutal/NOTES.md +14 -0
  88. package/skills/agentvfx/templates/brutal/_src/boot-log/def.mjs +57 -0
  89. package/skills/agentvfx/templates/brutal/_src/boot-log/main.src.frag +129 -0
  90. package/skills/agentvfx/templates/brutal/_src/build.mjs +33 -0
  91. package/skills/agentvfx/templates/brutal/_src/halftone-field/def.mjs +72 -0
  92. package/skills/agentvfx/templates/brutal/_src/halftone-field/main.src.frag +94 -0
  93. package/skills/agentvfx/templates/brutal/_src/hud-deck/deck-left.src.glsl +100 -0
  94. package/skills/agentvfx/templates/brutal/_src/hud-deck/deck-right.src.glsl +61 -0
  95. package/skills/agentvfx/templates/brutal/_src/hud-deck/deck-tiles.src.glsl +153 -0
  96. package/skills/agentvfx/templates/brutal/_src/hud-deck/def.mjs +82 -0
  97. package/skills/agentvfx/templates/brutal/_src/hud-deck/main.src.frag +110 -0
  98. package/skills/agentvfx/templates/brutal/_src/hud-deck/pass0.src.frag +38 -0
  99. package/skills/agentvfx/templates/brutal/_src/shared/defs.mjs +28 -0
  100. package/skills/agentvfx/templates/brutal/_src/shared/icons.glsl +72 -0
  101. package/skills/agentvfx/templates/brutal/_src/shared/lib.glsl +115 -0
  102. package/skills/agentvfx/templates/brutal/_src/shared/screen.glsl +43 -0
  103. package/skills/agentvfx/templates/brutal/boot-log/demo-acid.json +1 -0
  104. package/skills/agentvfx/templates/brutal/boot-log/demo-phosphor.json +1 -0
  105. package/skills/agentvfx/templates/brutal/boot-log/demo-ultramarine.json +1 -0
  106. package/skills/agentvfx/templates/brutal/boot-log/fx.json +257 -0
  107. package/skills/agentvfx/templates/brutal/boot-log/main.frag +242 -0
  108. package/skills/agentvfx/templates/brutal/collage/_src/00-lib.glsl +73 -0
  109. package/skills/agentvfx/templates/brutal/collage/_src/10-spectrum-scope.glsl +73 -0
  110. package/skills/agentvfx/templates/brutal/collage/_src/20-meter-readout-cross.glsl +87 -0
  111. package/skills/agentvfx/templates/brutal/collage/_src/30-footage-fillers.glsl +92 -0
  112. package/skills/agentvfx/templates/brutal/collage/_src/40-editorial.glsl +232 -0
  113. package/skills/agentvfx/templates/brutal/collage/_src/50-typefx.glsl +163 -0
  114. package/skills/agentvfx/templates/brutal/collage/_src/60-scene-lib.glsl +104 -0
  115. package/skills/agentvfx/templates/brutal/collage/_src/61-scene-specimen.glsl +71 -0
  116. package/skills/agentvfx/templates/brutal/collage/_src/62-scene-wiring.glsl +96 -0
  117. package/skills/agentvfx/templates/brutal/collage/_src/63-scene-fieldcut.glsl +119 -0
  118. package/skills/agentvfx/templates/brutal/collage/_src/64-scene-pattern.glsl +64 -0
  119. package/skills/agentvfx/templates/brutal/collage/_src/641-scene-anatomy.glsl +49 -0
  120. package/skills/agentvfx/templates/brutal/collage/_src/642-scene-deck.glsl +78 -0
  121. package/skills/agentvfx/templates/brutal/collage/_src/643-scene-bootlog.glsl +60 -0
  122. package/skills/agentvfx/templates/brutal/collage/_src/644-scene-tunnel.glsl +48 -0
  123. package/skills/agentvfx/templates/brutal/collage/_src/645-scene-runner.glsl +42 -0
  124. package/skills/agentvfx/templates/brutal/collage/_src/646-scene-ascii.glsl +66 -0
  125. package/skills/agentvfx/templates/brutal/collage/_src/647-scene-cubewall.glsl +80 -0
  126. package/skills/agentvfx/templates/brutal/collage/_src/648-scene-vortex.glsl +46 -0
  127. package/skills/agentvfx/templates/brutal/collage/_src/649-scene-sticker.glsl +72 -0
  128. package/skills/agentvfx/templates/brutal/collage/_src/65-scene-main.glsl +1 -0
  129. package/skills/agentvfx/templates/brutal/collage/_src/650-scene-ribbon.glsl +55 -0
  130. package/skills/agentvfx/templates/brutal/collage/_src/651-scene-slab.glsl +38 -0
  131. package/skills/agentvfx/templates/brutal/collage/_src/652-scene-framedial.glsl +79 -0
  132. package/skills/agentvfx/templates/brutal/collage/_src/653-scene-tilt.glsl +40 -0
  133. package/skills/agentvfx/templates/brutal/collage/_src/654-scene-marquee.glsl +45 -0
  134. package/skills/agentvfx/templates/brutal/collage/_src/655-scene-lens.glsl +57 -0
  135. package/skills/agentvfx/templates/brutal/collage/_src/656-scene-liquid.glsl +35 -0
  136. package/skills/agentvfx/templates/brutal/collage/_src/657-scene-panelgrid.glsl +75 -0
  137. package/skills/agentvfx/templates/brutal/collage/_src/658-scene-mirror.glsl +49 -0
  138. package/skills/agentvfx/templates/brutal/collage/_src/66-scene-main.glsl +27 -0
  139. package/skills/agentvfx/templates/brutal/collage/_src/90-main.glsl +120 -0
  140. package/skills/agentvfx/templates/brutal/collage/_src/build.mjs +24 -0
  141. package/skills/agentvfx/templates/brutal/collage/_src/sync-presets.mjs +16 -0
  142. package/skills/agentvfx/templates/brutal/collage/demo-bone-lime.json +1 -0
  143. package/skills/agentvfx/templates/brutal/collage/demo-lime-sparse.json +1 -0
  144. package/skills/agentvfx/templates/brutal/collage/demo-orange-dense.json +1 -0
  145. package/skills/agentvfx/templates/brutal/collage/demo-ultra-slow.json +1 -0
  146. package/skills/agentvfx/templates/brutal/collage/fx.json +4882 -0
  147. package/skills/agentvfx/templates/brutal/collage/layout.mjs +97 -0
  148. package/skills/agentvfx/templates/brutal/collage/layouts.json +366 -0
  149. package/skills/agentvfx/templates/brutal/collage/main.frag +2367 -0
  150. package/skills/agentvfx/templates/brutal/collage/pass0.frag +265 -0
  151. package/skills/agentvfx/templates/brutal/halftone-field/demo-acid.json +1 -0
  152. package/skills/agentvfx/templates/brutal/halftone-field/demo-ascii.json +1 -0
  153. package/skills/agentvfx/templates/brutal/halftone-field/demo-dither.json +1 -0
  154. package/skills/agentvfx/templates/brutal/halftone-field/demo-orange.json +1 -0
  155. package/skills/agentvfx/templates/brutal/halftone-field/demo-phosphor.json +1 -0
  156. package/skills/agentvfx/templates/brutal/halftone-field/demo-ultramarine.json +1 -0
  157. package/skills/agentvfx/templates/brutal/halftone-field/fx.json +474 -0
  158. package/skills/agentvfx/templates/brutal/halftone-field/main.frag +248 -0
  159. package/skills/agentvfx/templates/brutal/hud-deck/demo-acid.json +1 -0
  160. package/skills/agentvfx/templates/brutal/hud-deck/demo-night.json +1 -0
  161. package/skills/agentvfx/templates/brutal/hud-deck/demo-octagon.json +1 -0
  162. package/skills/agentvfx/templates/brutal/hud-deck/demo-ultramarine.json +1 -0
  163. package/skills/agentvfx/templates/brutal/hud-deck/fx.json +601 -0
  164. package/skills/agentvfx/templates/brutal/hud-deck/main.frag +645 -0
  165. package/skills/agentvfx/templates/brutal/hud-deck/pass0.frag +38 -0
  166. package/skills/agentvfx/templates/brutal/lattice/demo-cobalt-fine.json +1 -0
  167. package/skills/agentvfx/templates/brutal/lattice/demo-ink-yellow.json +1 -0
  168. package/skills/agentvfx/templates/brutal/lattice/demo-vermilion.json +1 -0
  169. package/skills/agentvfx/templates/brutal/lattice/demo-violet-slow.json +1 -0
  170. package/skills/agentvfx/templates/brutal/lattice/fx.json +130 -0
  171. package/skills/agentvfx/templates/brutal/lattice/main.frag +175 -0
  172. package/skills/agentvfx/templates/brutal/lattice/pass0.frag +29 -0
  173. package/skills/agentvfx/templates/glitch/block-glitch/demo-mosaic.json +1 -0
  174. package/skills/agentvfx/templates/glitch/block-glitch/demo-onset.json +1 -0
  175. package/skills/agentvfx/templates/glitch/block-glitch/demo-static.json +1 -0
  176. package/skills/agentvfx/templates/glitch/block-glitch/demo-tear.json +1 -0
  177. package/skills/agentvfx/templates/glitch/block-glitch/fx.json +54 -0
  178. package/skills/agentvfx/templates/glitch/block-glitch/main.frag +132 -0
  179. package/skills/agentvfx/templates/glitch/block-glitch/pass0.frag +12 -0
  180. package/skills/agentvfx/templates/glitch/pixel-sort/NOTES.md +13 -0
  181. package/skills/agentvfx/templates/glitch/pixel-sort/build-passes.mjs +162 -0
  182. package/skills/agentvfx/templates/glitch/pixel-sort/demo-chunk.json +1 -0
  183. package/skills/agentvfx/templates/glitch/pixel-sort/demo-hue.json +1 -0
  184. package/skills/agentvfx/templates/glitch/pixel-sort/demo-kick.json +1 -0
  185. package/skills/agentvfx/templates/glitch/pixel-sort/demo-streak.json +1 -0
  186. package/skills/agentvfx/templates/glitch/pixel-sort/demo-vertical.json +1 -0
  187. package/skills/agentvfx/templates/glitch/pixel-sort/fx.json +60 -0
  188. package/skills/agentvfx/templates/glitch/pixel-sort/main.frag +83 -0
  189. package/skills/agentvfx/templates/glitch/pixel-sort/pass0.frag +64 -0
  190. package/skills/agentvfx/templates/glitch/pixel-sort/pass1.frag +66 -0
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  198. package/skills/agentvfx/templates/glitch/rgb-split/demo-diagonal-stutter.json +1 -0
  199. package/skills/agentvfx/templates/glitch/rgb-split/demo-hard.json +1 -0
  200. package/skills/agentvfx/templates/glitch/rgb-split/demo-kick.json +1 -0
  201. package/skills/agentvfx/templates/glitch/rgb-split/demo-radial.json +1 -0
  202. package/skills/agentvfx/templates/glitch/rgb-split/fx.json +46 -0
  203. package/skills/agentvfx/templates/glitch/rgb-split/main.frag +76 -0
  204. package/skills/agentvfx/templates/glitch/vhs/demo-clean.json +1 -0
  205. package/skills/agentvfx/templates/glitch/vhs/demo-crash.json +1 -0
  206. package/skills/agentvfx/templates/glitch/vhs/demo-tape.json +1 -0
  207. package/skills/agentvfx/templates/glitch/vhs/demo-worn.json +1 -0
  208. package/skills/agentvfx/templates/glitch/vhs/fx.json +46 -0
  209. package/skills/agentvfx/templates/glitch/vhs/main.frag +96 -0
  210. package/skills/agentvfx/templates/impact/impact-1bit/demo-onebit-bayer.json +1 -0
  211. package/skills/agentvfx/templates/impact/impact-1bit/fx.json +45 -0
  212. package/skills/agentvfx/templates/impact/impact-1bit/main.frag +64 -0
  213. package/skills/agentvfx/templates/impact/impact-invert/demo-invert-snap.json +1 -0
  214. package/skills/agentvfx/templates/impact/impact-invert/fx.json +37 -0
  215. package/skills/agentvfx/templates/impact/impact-invert/main.frag +44 -0
  216. package/skills/agentvfx/templates/impact/punch-shake/demo-punch-hard.json +1 -0
  217. package/skills/agentvfx/templates/impact/punch-shake/fx.json +36 -0
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  219. package/skills/agentvfx/templates/impact/rgb-hit/demo-rgb-slam.json +1 -0
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  222. package/skills/agentvfx/templates/impact/signal-cut/demo-lime-hold.json +1 -0
  223. package/skills/agentvfx/templates/impact/signal-cut/demo-lime.json +1 -0
  224. package/skills/agentvfx/templates/impact/signal-cut/demo-orange.json +1 -0
  225. package/skills/agentvfx/templates/impact/signal-cut/demo-ultramarine.json +1 -0
  226. package/skills/agentvfx/templates/impact/signal-cut/fx.json +83 -0
  227. package/skills/agentvfx/templates/impact/signal-cut/main.frag +101 -0
  228. package/skills/agentvfx/templates/impact/signal-cut/pass0.frag +68 -0
  229. package/skills/agentvfx/templates/impact/speedline-burst/demo-speed-white.json +1 -0
  230. package/skills/agentvfx/templates/impact/speedline-burst/fx.json +44 -0
  231. package/skills/agentvfx/templates/impact/speedline-burst/main.frag +68 -0
  232. package/skills/agentvfx/templates/impact/strobe-burst/demo-strobe-white-16.json +1 -0
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  234. package/skills/agentvfx/templates/impact/strobe-burst/main.frag +43 -0
  235. package/skills/agentvfx/templates/light/anamorphic-streak/demo-anamorphic-cinema.json +10 -0
  236. package/skills/agentvfx/templates/light/anamorphic-streak/demo-data.json +10 -0
  237. package/skills/agentvfx/templates/light/anamorphic-streak/fx.json +47 -0
  238. package/skills/agentvfx/templates/light/anamorphic-streak/main.frag +45 -0
  239. package/skills/agentvfx/templates/light/anamorphic-streak/pass0.frag +22 -0
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  242. package/skills/agentvfx/templates/light/anamorphic-streak/pass3.frag +16 -0
  243. package/skills/agentvfx/templates/light/bloom-glow/demo-clip01-low.json +11 -0
  244. package/skills/agentvfx/templates/light/bloom-glow/demo-neon-night.json +10 -0
  245. package/skills/agentvfx/templates/light/bloom-glow/demo-phosphor.json +11 -0
  246. package/skills/agentvfx/templates/light/bloom-glow/fx.json +53 -0
  247. package/skills/agentvfx/templates/light/bloom-glow/main.frag +85 -0
  248. package/skills/agentvfx/templates/light/bloom-glow/pass0.frag +21 -0
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  254. package/skills/agentvfx/templates/light/god-rays/demo-golden-hour.json +10 -0
  255. package/skills/agentvfx/templates/light/god-rays/demo-point-lamp.json +10 -0
  256. package/skills/agentvfx/templates/light/god-rays/fx.json +39 -0
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@@ -0,0 +1,143 @@
1
+ """CRT monitor mesh: bevelled bezel, loft housing, curved glass, vents, knobs, LED. Front faces -Y, origin = front centre."""
2
+ import math
3
+ import random
4
+
5
+ import bmesh
6
+ import bpy
7
+ from mathutils import Matrix, Vector
8
+
9
+ SLOT_PLASTIC, SLOT_GLASS, SLOT_VENT, SLOT_STEEL, SLOT_LED = range(5)
10
+
11
+
12
+ def _new(bm, before):
13
+ """Faces created since the snapshot, by identity (BMesh reuses freed slots, so index slicing is unsafe)."""
14
+ return [f for f in bm.faces if f not in before]
15
+
16
+
17
+ def _tag(bm, before, slot):
18
+ for f in _new(bm, before):
19
+ f.material_index = slot
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+
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+
22
+ def _bevel(bm, before, width, segs=2):
23
+ edges = {e for f in _new(bm, before) for e in f.edges}
24
+ bmesh.ops.bevel(bm, geom=list(edges), offset=width, segments=segs, affect="EDGES")
25
+
26
+
27
+ def box(bm, center, size, slot, bevel=0.004):
28
+ start = set(bm.faces)
29
+ bmesh.ops.create_cube(bm, size=1.0, matrix=Matrix.Translation(center) @ Matrix.Diagonal((*size, 1.0)))
30
+ if bevel:
31
+ _bevel(bm, start, bevel)
32
+ _tag(bm, start, slot)
33
+
34
+
35
+ def loft(bm, rings, slot, bevel=0.005):
36
+ """rings: [(y, half_w, half_h, z_off)] -> closed rectangular tube with end caps."""
37
+ start = set(bm.faces)
38
+ loops = []
39
+ for y, hw, hh, zo in rings:
40
+ loops.append([bm.verts.new(p) for p in ((-hw, y, zo - hh), (hw, y, zo - hh), (hw, y, zo + hh), (-hw, y, zo + hh))])
41
+ for a, b in zip(loops, loops[1:]):
42
+ for i in range(4):
43
+ j = (i + 1) % 4
44
+ bm.faces.new((a[i], a[j], b[j], b[i]))
45
+ bm.faces.new(loops[0][::-1])
46
+ bm.faces.new(loops[-1])
47
+ bmesh.ops.recalc_face_normals(bm, faces=_new(bm, start))
48
+ if bevel:
49
+ _bevel(bm, start, bevel)
50
+ _tag(bm, start, slot)
51
+
52
+
53
+ def cylinder(bm, center, radius, depth, slot, axis_y=True, seg=14):
54
+ start = set(bm.faces)
55
+ rot = Matrix.Rotation(math.pi / 2, 4, "X") if axis_y else Matrix.Identity(4)
56
+ bmesh.ops.create_cone(bm, cap_ends=True, segments=seg, radius1=radius, radius2=radius, depth=depth, matrix=Matrix.Translation(center) @ rot)
57
+ _tag(bm, start, slot)
58
+
59
+
60
+ def glass(bm, half_w, half_h, z_off, bulge, nx=22, ny=16):
61
+ """Curved CRT faceplate (spherical-ish bulge toward -Y) with 0..1 UVs; flat-ish corners."""
62
+ start = set(bm.faces)
63
+ grid = [[None] * (nx + 1) for _ in range(ny + 1)]
64
+ for j in range(ny + 1):
65
+ for i in range(nx + 1):
66
+ u, v = i / nx, j / ny
67
+ x, z = (u - 0.5) * 2.0, (v - 0.5) * 2.0
68
+ y = -bulge * (1.0 - 0.5 * (x * x + z * z)) + bulge * 0.0
69
+ grid[j][i] = bm.verts.new((x * half_w, y, z_off + z * half_h))
70
+ for j in range(ny):
71
+ for i in range(nx):
72
+ bm.faces.new((grid[j][i], grid[j][i + 1], grid[j + 1][i + 1], grid[j + 1][i]))
73
+ uvl = bm.loops.layers.uv.verify()
74
+ faces = _new(bm, start)
75
+ for f in faces:
76
+ for lp in f.loops:
77
+ c = lp.vert.co
78
+ lp[uvl].uv = ((c.x / half_w) * 0.5 + 0.5, ((c.z - z_off) / half_h) * 0.5 + 0.5)
79
+ bmesh.ops.reverse_faces(bm, faces=faces)
80
+ _tag(bm, start, SLOT_GLASS)
81
+
82
+
83
+ def build_crt_mesh(name="crt"):
84
+ bm = bmesh.new()
85
+ sw, sh, zc = 0.36, 0.26, 0.02
86
+ ow, oh = 0.50, 0.42
87
+ # bezel: four bars around the screen opening, bottom bar deeper for controls
88
+ box(bm, (-(sw / 2 + 0.035), 0.035, 0.02), (0.07, 0.07, oh - 0.16), SLOT_PLASTIC, 0.006)
89
+ box(bm, ((sw / 2 + 0.035), 0.035, 0.02), (0.07, 0.07, oh - 0.16), SLOT_PLASTIC, 0.006)
90
+ # black gasket ring hugging the glass
91
+ for sx in (-1, 1):
92
+ box(bm, (sx * (sw / 2 + 0.006), 0.012, zc), (0.012, 0.03, sh + 0.024), SLOT_VENT, 0.003)
93
+ for sz in (-1, 1):
94
+ box(bm, (0.0, 0.012, zc + sz * (sh / 2 + 0.006)), (sw, 0.03, 0.012), SLOT_VENT, 0.003)
95
+ box(bm, (0.0, 0.035, oh / 2 - 0.03), (sw + 0.14, 0.07, 0.06), SLOT_PLASTIC, 0.006)
96
+ box(bm, (0.0, 0.035, -oh / 2 + 0.05), (sw + 0.14, 0.07, 0.10), SLOT_PLASTIC, 0.006)
97
+ # dark inner skirt behind the glass edge so no light leaks around it
98
+ box(bm, (0.0, 0.07, zc), (sw + 0.005, 0.08, sh + 0.005), SLOT_VENT, 0.0)
99
+ loft(bm, [(0.07, 0.235, 0.205, 0.0), (0.2, 0.225, 0.195, 0.0), (0.3, 0.17, 0.15, 0.0)], SLOT_PLASTIC, 0.008)
100
+ loft(bm, [(0.3, 0.1, 0.09, 0.0), (0.5, 0.075, 0.07, 0.0)], SLOT_PLASTIC, 0.004)
101
+ # glass sits just behind the bezel plane; bulge pokes forward past it
102
+ glass(bm, sw / 2 - 0.002, sh / 2 - 0.002, zc, 0.022)
103
+ # vent slots on the top shell
104
+ for i in range(9):
105
+ box(bm, (-0.12 + i * 0.03, 0.2, 0.2), (0.012, 0.09, 0.006), SLOT_VENT, 0.0)
106
+ for i in range(6):
107
+ box(bm, (0.17, 0.12 + i * 0.03, 0.0), (0.006, 0.014, 0.18), SLOT_VENT, 0.0)
108
+ # controls on the lower bar
109
+ cylinder(bm, (0.12, -0.012, -oh / 2 + 0.05), 0.014, 0.03, SLOT_PLASTIC)
110
+ cylinder(bm, (0.17, -0.012, -oh / 2 + 0.05), 0.014, 0.03, SLOT_PLASTIC)
111
+ box(bm, (-0.15, -0.002, -oh / 2 + 0.05), (0.05, 0.012, 0.018), SLOT_STEEL, 0.002)
112
+ box(bm, (0.065, -0.003, -oh / 2 + 0.05), (0.03, 0.01, 0.014), SLOT_PLASTIC, 0.002)
113
+ for i in range(5):
114
+ box(bm, (-0.075 - i * 0.012, 0.0, -oh / 2 + 0.075), (0.006, 0.008, 0.02), SLOT_VENT, 0.0)
115
+ cylinder(bm, (0.205, -0.004, -oh / 2 + 0.05), 0.0045, 0.008, SLOT_LED, seg=8)
116
+ me = bpy.data.meshes.new(name)
117
+ bm.to_mesh(me)
118
+ bm.free()
119
+ for p in me.polygons:
120
+ p.use_smooth = True
121
+ return me, (sw, sh)
122
+
123
+
124
+ def add_cable(name, pts, radius, material, collection, seed=0, sag=0.0):
125
+ """NURBS tube through pts (list of xyz) with optional parabolic sag between ends."""
126
+ rng = random.Random(seed)
127
+ cu = bpy.data.curves.new(name, "CURVE")
128
+ cu.dimensions = "3D"
129
+ cu.bevel_depth = radius
130
+ cu.bevel_resolution = 3
131
+ cu.resolution_u = 10
132
+ sp = cu.splines.new("NURBS")
133
+ sp.points.add(len(pts) - 1)
134
+ n = len(pts) - 1
135
+ for i, p in enumerate(pts):
136
+ t = i / max(n, 1)
137
+ sp.points[i].co = (p[0] + rng.uniform(-0.01, 0.01), p[1] + rng.uniform(-0.01, 0.01), p[2] - sag * 4 * t * (1 - t), 1.0)
138
+ sp.order_u = 4
139
+ sp.use_endpoint_u = True
140
+ ob = bpy.data.objects.new(name, cu)
141
+ ob.data.materials.append(material)
142
+ collection.objects.link(ob)
143
+ return ob
@@ -0,0 +1,80 @@
1
+ """Hand-drawn 5x7 bitmap font (original glyph shapes, no font files) used for the CRT terminal text."""
2
+
3
+ _G = {
4
+ "A": ".###.|#...#|#...#|#####|#...#|#...#|#...#",
5
+ "B": "####.|#...#|#...#|####.|#...#|#...#|####.",
6
+ "C": ".####|#....|#....|#....|#....|#....|.####",
7
+ "D": "####.|#...#|#...#|#...#|#...#|#...#|####.",
8
+ "E": "#####|#....|#....|####.|#....|#....|#####",
9
+ "F": "#####|#....|#....|####.|#....|#....|#....",
10
+ "G": ".####|#....|#....|#..##|#...#|#...#|.####",
11
+ "H": "#...#|#...#|#...#|#####|#...#|#...#|#...#",
12
+ "I": "#####|..#..|..#..|..#..|..#..|..#..|#####",
13
+ "J": "..###|...#.|...#.|...#.|...#.|#..#.|.##..",
14
+ "K": "#...#|#..#.|#.#..|##...|#.#..|#..#.|#...#",
15
+ "L": "#....|#....|#....|#....|#....|#....|#####",
16
+ "M": "#...#|##.##|#.#.#|#.#.#|#...#|#...#|#...#",
17
+ "N": "#...#|##..#|#.#.#|#..##|#...#|#...#|#...#",
18
+ "O": ".###.|#...#|#...#|#...#|#...#|#...#|.###.",
19
+ "P": "####.|#...#|#...#|####.|#....|#....|#....",
20
+ "Q": ".###.|#...#|#...#|#...#|#.#.#|#..#.|.##.#",
21
+ "R": "####.|#...#|#...#|####.|#.#..|#..#.|#...#",
22
+ "S": ".####|#....|#....|.###.|....#|....#|####.",
23
+ "T": "#####|..#..|..#..|..#..|..#..|..#..|..#..",
24
+ "U": "#...#|#...#|#...#|#...#|#...#|#...#|.###.",
25
+ "V": "#...#|#...#|#...#|#...#|#...#|.#.#.|..#..",
26
+ "W": "#...#|#...#|#...#|#.#.#|#.#.#|##.##|#...#",
27
+ "X": "#...#|#...#|.#.#.|..#..|.#.#.|#...#|#...#",
28
+ "Y": "#...#|#...#|.#.#.|..#..|..#..|..#..|..#..",
29
+ "Z": "#####|....#|...#.|..#..|.#...|#....|#####",
30
+ "0": ".###.|#..##|#.#.#|#.#.#|#.#.#|##..#|.###.",
31
+ "1": "..#..|.##..|..#..|..#..|..#..|..#..|.###.",
32
+ "2": ".###.|#...#|....#|...#.|..#..|.#...|#####",
33
+ "3": "####.|....#|....#|.###.|....#|....#|####.",
34
+ "4": "...#.|..##.|.#.#.|#..#.|#####|...#.|...#.",
35
+ "5": "#####|#....|####.|....#|....#|#...#|.###.",
36
+ "6": ".###.|#....|#....|####.|#...#|#...#|.###.",
37
+ "7": "#####|....#|...#.|..#..|.#...|.#...|.#...",
38
+ "8": ".###.|#...#|#...#|.###.|#...#|#...#|.###.",
39
+ "9": ".###.|#...#|#...#|.####|....#|....#|.###.",
40
+ ".": ".....|.....|.....|.....|.....|.##..|.##..",
41
+ ",": ".....|.....|.....|.....|.##..|..#..|.#...",
42
+ ":": ".....|.##..|.##..|.....|.##..|.##..|.....",
43
+ ";": ".....|.##..|.##..|.....|.##..|..#..|.#...",
44
+ "-": ".....|.....|.....|#####|.....|.....|.....",
45
+ "_": ".....|.....|.....|.....|.....|.....|#####",
46
+ "=": ".....|.....|#####|.....|#####|.....|.....",
47
+ "+": ".....|..#..|..#..|#####|..#..|..#..|.....",
48
+ "*": ".....|#.#.#|.###.|#####|.###.|#.#.#|.....",
49
+ "/": "....#|....#|...#.|..#..|.#...|#....|#....",
50
+ "\\": "#....|#....|.#...|..#..|...#.|....#|....#",
51
+ ">": "#....|.#...|..#..|...#.|..#..|.#...|#....",
52
+ "<": "....#|...#.|..#..|.#...|..#..|...#.|....#",
53
+ "[": ".###.|.#...|.#...|.#...|.#...|.#...|.###.",
54
+ "]": ".###.|...#.|...#.|...#.|...#.|...#.|.###.",
55
+ "(": "..#..|.#...|#....|#....|#....|.#...|..#..",
56
+ ")": "..#..|...#.|....#|....#|....#|...#.|..#..",
57
+ "#": ".#.#.|.#.#.|#####|.#.#.|#####|.#.#.|.#.#.",
58
+ "%": "##..#|##.#.|...#.|..#..|.#...|#.##.|#..##",
59
+ "!": "..#..|..#..|..#..|..#..|..#..|.....|..#..",
60
+ "?": ".###.|#...#|....#|...#.|..#..|.....|..#..",
61
+ "'": ".##..|..#..|.#...|.....|.....|.....|.....",
62
+ '"': ".#.#.|.#.#.|.....|.....|.....|.....|.....",
63
+ "@": ".###.|#...#|#.###|#.#.#|#.###|#....|.####",
64
+ "$": "..#..|.####|#.#..|.###.|..#.#|####.|..#..",
65
+ "&": ".##..|#..#.|#.#..|.#...|#.#.#|#..#.|.##.#",
66
+ "|": "..#..|..#..|..#..|..#..|..#..|..#..|..#..",
67
+ "~": ".....|.....|.#...|#.#.#|...#.|.....|.....",
68
+ "^": "..#..|.#.#.|#...#|.....|.....|.....|.....",
69
+ "{": "..##.|.#...|.#...|#....|.#...|.#...|..##.",
70
+ "}": ".##..|...#.|...#.|....#|...#.|...#.|.##..",
71
+ " ": ".....|.....|.....|.....|.....|.....|.....",
72
+ "BLOCK": "#####|#####|#####|#####|#####|#####|#####",
73
+ "CURSOR": "#####|#####|#####|#####|#####|#####|#####",
74
+ }
75
+
76
+
77
+ def glyph(ch):
78
+ """Return a 7x5 tuple-of-tuples (1 = lit) for ch; unknown characters render as blank."""
79
+ rows = _G.get(ch.upper(), _G[" "]).split("|")
80
+ return tuple(tuple(1 if c == "#" else 0 for c in r) for r in rows)
@@ -0,0 +1,61 @@
1
+ """Gallery variant: the CRT wall shown as a gallery installation (precise grid, powder-coat frame, concrete plinth, one bench)."""
2
+ import bpy
3
+
4
+ import crt
5
+ import gallery_mats as G
6
+ import gallery_room as GR
7
+ import materials as M
8
+ import textures
9
+ import wall
10
+ from crt import SLOT_GLASS
11
+
12
+ # Screen content per tube, bottom row first, columns 0..4 mirrored to 9. a amber, g green, h green-b, c cold, . dark
13
+ LAYOUT = ("g.aaa", "hgaaa", "gaaca", "hgaa.", "g.aaa")
14
+ KEYS = {"a": "amber", "g": "green_a", "h": "green_b", "c": "cold"}
15
+
16
+
17
+ def _screen_key(r, c):
18
+ ch = LAYOUT[r][min(c, wall.COLS - 1 - c)]
19
+ return KEYS.get(ch)
20
+
21
+
22
+ def build_installation(coll, mats, screens):
23
+ mesh, _ = crt.build_crt_mesh()
24
+ for m in (mats["plastic"], mats["glass_base"], mats["vent"], mats["steel"], mats["pilot"]):
25
+ mesh.materials.append(m)
26
+ for r in range(wall.ROWS):
27
+ for c in range(wall.COLS):
28
+ ob = bpy.data.objects.new(f"crt_{r}_{c}", mesh)
29
+ x, y, _ = wall.monitor_position(r, c)
30
+ ob.location = (x, y, wall.BASE_Z + r * wall.PITCH + 0.22)
31
+ coll.objects.link(ob)
32
+ key = _screen_key(r, c)
33
+ slot = ob.material_slots[SLOT_GLASS]
34
+ slot.link = "OBJECT"
35
+ slot.material = screens[key] if key else mats["glass_off"]
36
+ GR.block(coll, "plinth", (5.7, 1.8, 0.24), (0, -0.3, 0.12), mats["plinth"], bevel=0.004)
37
+ GR.block(coll, "bench", (2.2, 0.44, 0.42), (0, -3.3, 0.21), mats["stone"], bevel=0.013)
38
+
39
+
40
+ def build(scene, coll, a):
41
+ """Build the whole gallery and return the per-variant animation value nodes (scroll / time)."""
42
+ mats = {
43
+ "concrete": G.concrete_panel("g_wall"), "ceiling": G.concrete_panel("g_ceiling", holes=False, tone=0.36),
44
+ "floor": G.polished_floor(), "plinth": G.polished_floor("g_plinth", tone=0.07, joints=False),
45
+ "powder": G.powdercoat(), "reveal": G.reveal(), "stone": G.honed_stone(tone=0.42),
46
+ "slot": G.emitter("g_slot", (1.0, 0.96, 0.9), 14.0 * a.key),
47
+ "plastic": M.plastic(palette=((0.10, 0.104, 0.11),) * 3), "steel": M.steel(), "vent": M.vent_black(),
48
+ "pilot": M.led("pilot", (1.0, 0.55, 0.18), 5.0),
49
+ "glass_off": G.glass_off(),
50
+ }
51
+ mats["glass_base"] = mats["glass_off"]
52
+ screens, anims = {}, {}
53
+ for key, (seed, tint, strength, _rate) in wall.VARIANTS.items():
54
+ anims[key] = {}
55
+ screens[key] = M.screen(f"screen_{key}", textures.make_image(f"term_{key}", seed), tint, anims[key], lines=90.0, strength=strength, zoom=0.5)
56
+ GR.build_world(scene, a.haze)
57
+ GR.build_shell(coll, mats)
58
+ GR.build_lights(coll, mats, a.key)
59
+ wall.build_rack(coll, {**mats, "steel": mats["powder"]})
60
+ build_installation(coll, mats, screens)
61
+ return anims
@@ -0,0 +1,144 @@
1
+ """Gallery-variant materials: architectural cast concrete panels, polished concrete floor, powder-coat, honed stone, emitters.
2
+
3
+ Concrete panels read the panel's own object-space coordinates (X across, Z up) so tie holes land on every panel the same way;
4
+ noise detail reads world position so the surface never repeats between neighbours.
5
+ """
6
+ from nodekit import fresh, finish, math, remap, mix, vmath, rgb, principled, node
7
+
8
+
9
+ def _noise(nt, vec, scale, detail=4.0, rough=0.55):
10
+ return node(nt, "ShaderNodeTexNoise", {"Vector": vec, "Scale": scale, "Detail": detail, "Roughness": rough}).outputs["Fac"]
11
+
12
+
13
+ def _pores(nt, vec, scale, keep, r_lo, r_hi):
14
+ """Sparse little air-bubble dimples: a Voronoi cell hosts a pore only when its random value passes `keep`."""
15
+ v = node(nt, "ShaderNodeTexVoronoi", {"Vector": vec, "Scale": scale, "Randomness": 1.0}, feature="F1")
16
+ rgb_ = node(nt, "ShaderNodeSeparateColor", {"Color": v.outputs["Color"]})
17
+ sel = remap(nt, rgb_.outputs["Red"], keep, keep + 0.02, 0.0, 1.0, smooth=False)
18
+ radius = math(nt, "ADD", r_lo, math(nt, "MULTIPLY", rgb_.outputs["Green"], r_hi - r_lo))
19
+ shape = remap(nt, v.outputs["Distance"], math(nt, "MULTIPLY", radius, 0.25), radius, 1.0, 0.0)
20
+ return math(nt, "MULTIPLY", sel, shape)
21
+
22
+
23
+ def _tie_holes(nt, local):
24
+ """Round form-tie recesses: 2 columns x 3 rows per 1.2 x 2.35 panel (Ando-style), in panel-local coordinates."""
25
+ sep = node(nt, "ShaderNodeSeparateXYZ", {"Vector": local})
26
+ u, v = sep.outputs["X"], sep.outputs["Z"]
27
+ dx = math(nt, "ABSOLUTE", math(nt, "SUBTRACT", math(nt, "ABSOLUTE", u), 0.3))
28
+ dz = math(nt, "MINIMUM", math(nt, "ABSOLUTE", v), math(nt, "ABSOLUTE", math(nt, "SUBTRACT", math(nt, "ABSOLUTE", v), 0.783)))
29
+ d = vmath(nt, "LENGTH", node(nt, "ShaderNodeCombineXYZ", {"X": dx, "Y": dz, "Z": 0.0}).outputs[0])
30
+ return remap(nt, d, 0.019, 0.029, 1.0, 0.0)
31
+
32
+
33
+ def concrete_panel(name="g_concrete", holes=True, tone=0.30):
34
+ m, nt = fresh(name)
35
+ pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
36
+ local = node(nt, "ShaderNodeTexCoord").outputs["Object"]
37
+ rnd = node(nt, "ShaderNodeObjectInfo").outputs["Random"]
38
+ cloud = _noise(nt, pos, 0.45, 6.0, 0.6)
39
+ mottle = _noise(nt, pos, 4.0, 5.0, 0.6)
40
+ streaks = _noise(nt, vmath(nt, "MULTIPLY", pos, (9.0, 9.0, 0.8)), 1.0, 4.0, 0.5)
41
+ fine = _noise(nt, pos, 55.0, 5.0, 0.65)
42
+ grain = _noise(nt, pos, 240.0, 3.0, 0.7)
43
+ p1 = _pores(nt, pos, 70.0, 0.80, 0.10, 0.34)
44
+ p2 = _pores(nt, pos, 210.0, 0.86, 0.12, 0.40)
45
+ tie = _tie_holes(nt, local) if holes else 0.0
46
+
47
+ h = math(nt, "ADD", math(nt, "MULTIPLY", fine, 0.55), math(nt, "ADD", math(nt, "MULTIPLY", grain, 0.18), math(nt, "MULTIPLY", mottle, 0.3)))
48
+ h = math(nt, "SUBTRACT", h, math(nt, "ADD", math(nt, "MULTIPLY", p1, 1.1), math(nt, "MULTIPLY", p2, 0.6)))
49
+ if holes:
50
+ h = math(nt, "SUBTRACT", h, math(nt, "MULTIPLY", tie, 3.0))
51
+ bump = node(nt, "ShaderNodeBump", {"Height": h, "Strength": 0.38, "Distance": 0.004}).outputs["Normal"]
52
+
53
+ t = remap(nt, cloud, 0.3, 0.7, 0.80, 1.16)
54
+ t = math(nt, "MULTIPLY", t, remap(nt, mottle, 0.35, 0.65, 0.93, 1.07))
55
+ t = math(nt, "MULTIPLY", t, remap(nt, streaks, 0.35, 0.65, 0.93, 1.07))
56
+ t = math(nt, "MULTIPLY", t, math(nt, "ADD", 0.9, math(nt, "MULTIPLY", rnd, 0.2)))
57
+ t = math(nt, "MULTIPLY", t, math(nt, "SUBTRACT", 1.0, math(nt, "ADD", math(nt, "MULTIPLY", p1, 0.5), math(nt, "MULTIPLY", p2, 0.3))))
58
+ if holes:
59
+ t = math(nt, "MULTIPLY", t, math(nt, "SUBTRACT", 1.0, math(nt, "MULTIPLY", tie, 0.55)))
60
+ base = vmath(nt, "MULTIPLY", rgb(nt, tone, tone * 0.992, tone * 0.975), vmath(nt, "SCALE", rgb(nt, 1, 1, 1), t))
61
+ rough = math(nt, "ADD", 0.5, math(nt, "ADD", math(nt, "MULTIPLY", math(nt, "SUBTRACT", mottle, 0.5), 0.3), math(nt, "MULTIPLY", math(nt, "SUBTRACT", rnd, 0.5), 0.1)))
62
+ finish(nt, principled(nt, Base_Color=base, Roughness=rough, Normal=bump, Specular_IOR_Level=0.45))
63
+ return m
64
+
65
+
66
+ def polished_floor(name="g_floor", tone=0.13, joints=True):
67
+ """Ground-and-sealed concrete: soft cloudy gloss, fine aggregate flecks, hairline saw-cut joints on a 2.4 m grid."""
68
+ m, nt = fresh(name)
69
+ pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
70
+ sep = node(nt, "ShaderNodeSeparateXYZ", {"Vector": pos})
71
+ cloud = _noise(nt, pos, 0.32, 6.0, 0.6)
72
+ swirl = _noise(nt, vmath(nt, "MULTIPLY", pos, (1.0, 1.0, 0.05)), 1.8, 3.0, 0.5)
73
+ fleck_l = _pores(nt, pos, 150.0, 0.90, 0.14, 0.30)
74
+ fleck_d = _pores(nt, pos, 110.0, 0.92, 0.16, 0.34)
75
+ gx = math(nt, "FRACT", math(nt, "DIVIDE", math(nt, "ADD", sep.outputs["X"], 1.2), 2.4))
76
+ gy = math(nt, "FRACT", math(nt, "DIVIDE", sep.outputs["Y"], 2.4))
77
+ jx = math(nt, "ADD", remap(nt, gx, 0.0, 0.0014, 1.0, 0.0), remap(nt, gx, 0.9986, 1.0, 0.0, 1.0))
78
+ jy = math(nt, "ADD", remap(nt, gy, 0.0, 0.0014, 1.0, 0.0), remap(nt, gy, 0.9986, 1.0, 0.0, 1.0))
79
+ joint = math(nt, "MULTIPLY", math(nt, "MAXIMUM", jx, jy), 1.0 if joints else 0.0)
80
+
81
+ t = math(nt, "MULTIPLY", remap(nt, cloud, 0.3, 0.7, 0.8, 1.15), remap(nt, swirl, 0.3, 0.7, 0.92, 1.08))
82
+ t = math(nt, "MULTIPLY", t, math(nt, "SUBTRACT", math(nt, "ADD", 1.0, math(nt, "MULTIPLY", fleck_l, 0.7)), math(nt, "MULTIPLY", fleck_d, 0.5)))
83
+ t = math(nt, "MULTIPLY", t, math(nt, "SUBTRACT", 1.0, math(nt, "MULTIPLY", joint, 0.75)))
84
+ base = vmath(nt, "MULTIPLY", rgb(nt, tone, tone * 0.99, tone * 0.97), vmath(nt, "SCALE", rgb(nt, 1, 1, 1), t))
85
+ rough = math(nt, "ADD", 0.05, math(nt, "ADD", math(nt, "MULTIPLY", remap(nt, cloud, 0.4, 0.7), 0.12), math(nt, "MULTIPLY", remap(nt, swirl, 0.4, 0.65), 0.08)))
86
+ rough = math(nt, "MAXIMUM", rough, math(nt, "MULTIPLY", joint, 0.6))
87
+ h = math(nt, "SUBTRACT", math(nt, "MULTIPLY", _noise(nt, pos, 70.0, 3.0, 0.6), 0.2), math(nt, "MULTIPLY", joint, 1.0))
88
+ bump = node(nt, "ShaderNodeBump", {"Height": h, "Strength": 0.12, "Distance": 0.003}).outputs["Normal"]
89
+ finish(nt, principled(nt, Base_Color=base, Roughness=rough, Normal=bump, Specular_IOR_Level=0.7, Coat_Weight=0.25, Coat_Roughness=0.06))
90
+ return m
91
+
92
+
93
+ def powdercoat(name="g_powder", tone=0.028, rough=0.42):
94
+ m, nt = fresh(name)
95
+ pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
96
+ peel = _noise(nt, pos, 700.0, 2.0, 0.5)
97
+ bump = node(nt, "ShaderNodeBump", {"Height": peel, "Strength": 0.05, "Distance": 0.0003}).outputs["Normal"]
98
+ finish(nt, principled(nt, Base_Color=(tone, tone, tone * 1.04), Roughness=rough, Normal=bump, Specular_IOR_Level=0.55))
99
+ return m
100
+
101
+
102
+ def reveal(name="g_reveal"):
103
+ """Near-black backing seen only through joints and shadow gaps."""
104
+ m, nt = fresh(name)
105
+ finish(nt, principled(nt, Base_Color=(0.012, 0.012, 0.013), Roughness=0.85))
106
+ return m
107
+
108
+
109
+ def honed_stone(name="g_stone", tone=0.035):
110
+ """Honed limestone: soft cloudy tone, thin sedimentary veins along the length, fine hone grain, per-region gloss."""
111
+ m, nt = fresh(name)
112
+ pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
113
+ cloud = _noise(nt, pos, 1.4, 4.0, 0.5)
114
+ big = _noise(nt, pos, 0.55, 3.0, 0.5)
115
+ fleck = _pores(nt, pos, 260.0, 0.80, 0.12, 0.3)
116
+ strata = _noise(nt, vmath(nt, "MULTIPLY", pos, (0.35, 5.0, 2.5)), 1.0, 5.0, 0.55)
117
+ vein = remap(nt, math(nt, "ABSOLUTE", math(nt, "SUBTRACT", strata, 0.5)), 0.0, 0.035, 1.0, 0.0)
118
+ hone = _noise(nt, pos, 420.0, 3.0, 0.6)
119
+ t = math(nt, "MULTIPLY", remap(nt, cloud, 0.3, 0.7, 0.88, 1.12), remap(nt, big, 0.3, 0.7, 0.84, 1.14))
120
+ t = math(nt, "MULTIPLY", t, math(nt, "SUBTRACT", 1.0, math(nt, "ADD", math(nt, "MULTIPLY", fleck, 0.22), math(nt, "MULTIPLY", vein, 0.16))))
121
+ warm = remap(nt, big, 0.35, 0.65, 0.0, 1.0)
122
+ base = vmath(nt, "SCALE", mix(nt, warm, rgb(nt, tone * 0.97, tone, tone * 1.06), rgb(nt, tone * 1.05, tone * 1.0, tone * 0.93)), t)
123
+ rough = math(nt, "ADD", 0.22, math(nt, "ADD", math(nt, "MULTIPLY", math(nt, "SUBTRACT", cloud, 0.5), 0.3), math(nt, "MULTIPLY", vein, 0.08)))
124
+ bump = node(nt, "ShaderNodeBump", {"Height": math(nt, "SUBTRACT", hone, math(nt, "MULTIPLY", fleck, 1.2)), "Strength": 0.10, "Distance": 0.0006}).outputs["Normal"]
125
+ finish(nt, principled(nt, Base_Color=base, Roughness=rough, Normal=bump, Specular_IOR_Level=0.6, Coat_Weight=0.2, Coat_Roughness=0.1))
126
+ return m
127
+
128
+
129
+ def glass_off(name="g_glass_off"):
130
+ """Powered-down CRT faceplate: dark tinted glass, a soft low-gloss reflection (dust and smudge keep it from mirroring the ceiling slots)."""
131
+ m, nt = fresh(name)
132
+ pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
133
+ dust = _noise(nt, pos, 22.0, 5.0, 0.6)
134
+ smudge = _noise(nt, pos, 6.0, 3.0, 0.5)
135
+ rough = math(nt, "ADD", 0.2, math(nt, "MULTIPLY", math(nt, "MULTIPLY", remap(nt, smudge, 0.4, 0.75), remap(nt, dust, 0.4, 0.8)), 0.14))
136
+ finish(nt, principled(nt, Base_Color=(0.003, 0.0035, 0.0035), Roughness=rough, IOR=1.52, Specular_IOR_Level=0.3, Emission_Color=(0.02, 0.03, 0.025, 1.0), Emission_Strength=0.02))
137
+ return m
138
+
139
+
140
+ def emitter(name, color, strength):
141
+ m, nt = fresh(name)
142
+ e = node(nt, "ShaderNodeEmission", {"Color": color, "Strength": strength})
143
+ finish(nt, e)
144
+ return m
@@ -0,0 +1,126 @@
1
+ """Gallery shell: board-panel concrete walls with reveal gaps, recessed-slot ceiling, polished floor, lights, haze."""
2
+ import math
3
+
4
+ import bmesh
5
+ import bpy
6
+ from mathutils import Matrix, Vector
7
+
8
+ from nodekit import node
9
+
10
+ HALF_W, Y_BACK, DEPTH, HEIGHT = 4.2, 0.62, 14.4, 4.8
11
+ Y_FRONT = Y_BACK - DEPTH
12
+ PW, PH, GAP, PT, Z0 = 1.2, 2.35, 0.005, 0.03, 0.05
13
+ SLOTS_X = (-2.1, 0.0, 2.1)
14
+ SLOT_W = 0.12
15
+ _MESHES = {}
16
+
17
+
18
+ def block(coll, name, size, loc, mat, rot=(0.0, 0.0, 0.0), bevel=0.002):
19
+ """Box mesh centred on its own origin (front face = local -Y), placed by the object transform."""
20
+ key = (tuple(round(s, 4) for s in size), bevel, mat.name)
21
+ me = _MESHES.get(key)
22
+ if me is None:
23
+ bm = bmesh.new()
24
+ bmesh.ops.create_cube(bm, size=1.0, matrix=Matrix.Diagonal((*size, 1.0)))
25
+ if bevel:
26
+ bmesh.ops.bevel(bm, geom=list(bm.edges), offset=bevel, segments=2, affect="EDGES")
27
+ me = bpy.data.meshes.new(name)
28
+ bm.to_mesh(me)
29
+ bm.free()
30
+ me.materials.append(mat)
31
+ _MESHES[key] = me
32
+ ob = bpy.data.objects.new(name, me)
33
+ ob.location, ob.rotation_euler = loc, rot
34
+ coll.objects.link(ob)
35
+ return ob
36
+
37
+
38
+ def _wall(coll, mats, name, centre_of, rot, count):
39
+ """Two rows of 1.2 m panels; centre_of(i) -> (x, y) of panel i's centre line, panel faces -> room."""
40
+ for i in range(count):
41
+ x, y = centre_of(i)
42
+ for r in range(2):
43
+ z = Z0 + PH / 2 + r * PH
44
+ block(coll, f"{name}_{i}_{r}", (PW - GAP, PT, PH - GAP), (x, y, z), mats["concrete"], rot)
45
+
46
+
47
+ def build_shell(coll, mats):
48
+ conc, rev = mats["concrete"], mats["reveal"]
49
+ L = DEPTH + 1.0
50
+ block(coll, "floor", (2 * HALF_W + 1.6, L, 0.5), (0, Y_BACK - DEPTH / 2, -0.25), mats["floor"], bevel=0.0)
51
+ block(coll, "back_rev", (2 * HALF_W + 1.0, 0.3, HEIGHT + 0.4), (0, Y_BACK + PT + 0.15, HEIGHT / 2), rev, bevel=0.0)
52
+ block(coll, "front_wall", (2 * HALF_W + 1.0, 0.3, HEIGHT + 0.4), (0, Y_FRONT - 0.15, HEIGHT / 2), conc, bevel=0.0)
53
+ for sx in (-1, 1):
54
+ block(coll, f"side_rev_{sx}", (0.3, L, HEIGHT + 0.4), (sx * (HALF_W + PT + 0.15), Y_BACK - DEPTH / 2, HEIGHT / 2), rev, bevel=0.0)
55
+ block(coll, "roof_rev", (2 * HALF_W + 1.0, L, 0.3), (0, Y_BACK - DEPTH / 2, HEIGHT + PT + 0.15), rev, bevel=0.0)
56
+ nb, ns = int(2 * HALF_W / PW + 0.5), int(DEPTH / PW + 0.5)
57
+ _wall(coll, mats, "back", lambda i: (-HALF_W + PW / 2 + i * PW, Y_BACK + PT / 2), (0, 0, 0), nb)
58
+ _wall(coll, mats, "right", lambda i: (HALF_W + PT / 2, Y_BACK - PW / 2 - i * PW), (0, 0, math.radians(-90)), ns)
59
+ _wall(coll, mats, "left", lambda i: (-HALF_W - PT / 2, Y_BACK - PW / 2 - i * PW), (0, 0, math.radians(90)), ns)
60
+ build_ceiling(coll, mats)
61
+
62
+
63
+ def build_ceiling(coll, mats):
64
+ """Concrete soffit panels with three flush linear light slots running toward the installation."""
65
+ edges = [-HALF_W - 0.05]
66
+ for sx in SLOTS_X:
67
+ edges += [sx - SLOT_W / 2, sx + SLOT_W / 2]
68
+ edges.append(HALF_W + 0.05)
69
+ nchunk = int(DEPTH / 2.4 + 0.5)
70
+ for k in range(0, len(edges), 2):
71
+ x0, x1 = edges[k], edges[k + 1]
72
+ for j in range(nchunk):
73
+ y = Y_BACK - 1.2 - j * 2.4
74
+ block(coll, f"ceil_{k}_{j}", (x1 - x0 - GAP, PT, 2.4 - GAP), ((x0 + x1) / 2, y, HEIGHT + PT / 2), mats["ceiling"], (math.radians(90), 0, 0))
75
+ for i, sx in enumerate(SLOTS_X):
76
+ block(coll, f"slot_{i}", (SLOT_W - 0.01, DEPTH, 0.02), (sx, Y_BACK - DEPTH / 2, HEIGHT + 0.015), mats["slot"], bevel=0.0)
77
+
78
+
79
+ def _aim(ob, target):
80
+ ob.rotation_euler = (Vector(target) - Vector(ob.location)).to_track_quat("-Z", "Y").to_euler()
81
+
82
+
83
+ def _spot(coll, mats, name, loc, target, energy, cone=26.0):
84
+ """Track spot with a visible black barrel; the beam is aimed at `target` (grazing the concrete)."""
85
+ sp = bpy.data.lights.new(name, "SPOT")
86
+ sp.color, sp.energy = (1.0, 0.95, 0.88), energy
87
+ sp.spot_size, sp.spot_blend, sp.shadow_soft_size = math.radians(cone), 0.85, 0.045
88
+ so = bpy.data.objects.new(name, sp)
89
+ so.location = loc
90
+ _aim(so, target)
91
+ so.visible_camera = False
92
+ coll.objects.link(so)
93
+ back = so.rotation_euler.to_matrix() @ Vector((0.0, 0.0, 0.095))
94
+ block(coll, f"head_{name}", (0.085, 0.085, 0.17), Vector(loc) + back, mats["powder"], tuple(so.rotation_euler), bevel=0.01)
95
+
96
+
97
+ def build_lights(coll, mats, key=1.0):
98
+ wash = bpy.data.lights.new("wash", "AREA")
99
+ wash.shape, wash.size, wash.size_y, wash.spread = "RECTANGLE", 2 * HALF_W - 0.4, 0.12, math.radians(75)
100
+ wash.color, wash.energy = (1.0, 0.97, 0.92), 300.0 * key
101
+ wo = bpy.data.objects.new("wash", wash)
102
+ wo.location = (0, Y_BACK - 0.34, HEIGHT - 0.08)
103
+ wo.visible_camera = False
104
+ coll.objects.link(wo)
105
+ z = HEIGHT - 0.12
106
+ for sx in (-1, 1):
107
+ block(coll, f"rail_{sx}", (0.035, DEPTH - 0.4, 0.03), (sx * (HALF_W - 0.5), Y_BACK - DEPTH / 2, HEIGHT - 0.015), mats["powder"], bevel=0.003)
108
+ for k in range(6):
109
+ y = Y_BACK - 1.0 - k * 1.8
110
+ _spot(coll, mats, f"side_{sx}_{k}", (sx * (HALF_W - 0.5), y, z), (sx * HALF_W, y - 0.05, 1.1), 520.0 * key)
111
+ block(coll, "rail_back", (2 * HALF_W - 0.6, 0.035, 0.03), (0, Y_BACK - 0.5, HEIGHT - 0.015), mats["powder"], bevel=0.003)
112
+ for sx, tx, tz in ((-1, 3.4, 0.9), (1, 3.4, 0.9), (-1, 1.15, 3.1), (1, 1.15, 3.1)):
113
+ _spot(coll, mats, f"back_{sx}_{tx}", (sx * tx, Y_BACK - 0.5, z), (sx * tx, Y_BACK, tz), 420.0 * key, cone=24.0)
114
+
115
+
116
+ def build_world(scene, haze=1.0):
117
+ world = bpy.data.worlds.new("gallery")
118
+ scene.world = world
119
+ world.use_nodes = True
120
+ nt = world.node_tree
121
+ nt.nodes.clear()
122
+ bg = node(nt, "ShaderNodeBackground", {"Color": (0.0, 0.0, 0.0, 1.0), "Strength": 0.0})
123
+ out = node(nt, "ShaderNodeOutputWorld")
124
+ nt.links.new(bg.outputs[0], out.inputs["Surface"])
125
+ vol = node(nt, "ShaderNodeVolumeScatter", {"Density": 0.0011 * haze, "Anisotropy": 0.35, "Color": (1.0, 1.0, 1.0, 1.0)})
126
+ nt.links.new(vol.outputs[0], out.inputs["Volume"])