agentvfx 0.0.0-stage → 0.3.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AGENTS.md +8 -0
- package/GEMINI.md +1 -0
- package/LICENSE +202 -0
- package/README.md +228 -2
- package/package.json +35 -4
- package/skills/agentvfx/LICENSE +202 -0
- package/skills/agentvfx/NOTICE +50 -0
- package/skills/agentvfx/SKILL.md +90 -0
- package/skills/agentvfx/engine/core/constants.mjs +84 -0
- package/skills/agentvfx/engine/core/flash-constants.mjs +23 -0
- package/skills/agentvfx/engine/core/flash.mjs +240 -0
- package/skills/agentvfx/engine/core/mark.mjs +25 -0
- package/skills/agentvfx/engine/core/palettes.mjs +36 -0
- package/skills/agentvfx/engine/core/schedule.mjs +85 -0
- package/skills/agentvfx/engine/core/templates.mjs +43 -0
- package/skills/agentvfx/engine/core/util.mjs +167 -0
- package/skills/agentvfx/engine/core/validate.mjs +334 -0
- package/skills/agentvfx/engine/node/analysis.mjs +172 -0
- package/skills/agentvfx/engine/node/audio.mjs +621 -0
- package/skills/agentvfx/engine/node/board.mjs +24 -0
- package/skills/agentvfx/engine/node/chrome.mjs +349 -0
- package/skills/agentvfx/engine/node/encode.mjs +110 -0
- package/skills/agentvfx/engine/node/eye.mjs +77 -0
- package/skills/agentvfx/engine/node/footage.mjs +129 -0
- package/skills/agentvfx/engine/node/frame-worker.mjs +39 -0
- package/skills/agentvfx/engine/node/host.mjs +31 -0
- package/skills/agentvfx/engine/node/job.mjs +181 -0
- package/skills/agentvfx/engine/node/png.mjs +112 -0
- package/skills/agentvfx/engine/node/render.mjs +161 -0
- package/skills/agentvfx/engine/node/stage-capture.mjs +187 -0
- package/skills/agentvfx/engine/node/stage-serve.mjs +72 -0
- package/skills/agentvfx/engine/node/stills.mjs +100 -0
- package/skills/agentvfx/engine/node/ws-server.mjs +132 -0
- package/skills/agentvfx/engine/web/gl.mjs +319 -0
- package/skills/agentvfx/engine/web/glsl-common.mjs +78 -0
- package/skills/agentvfx/engine/web/init.js +23 -0
- package/skills/agentvfx/engine/web/prelude.mjs +150 -0
- package/skills/agentvfx/engine/web/render.html +11 -0
- package/skills/agentvfx/engine/web/render.mjs +388 -0
- package/skills/agentvfx/engine/web/scale.mjs +15 -0
- package/skills/agentvfx/engine/web/text.mjs +158 -0
- package/skills/agentvfx/plates/terminalcore/README.md +61 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/crt.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/font.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/gallery.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/gallery_mats.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/gallery_room.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/materials.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/nodekit.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/room.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/shots.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/textures.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/__pycache__/wall.cpython-313.pyc +0 -0
- package/skills/agentvfx/plates/terminalcore/crt.py +143 -0
- package/skills/agentvfx/plates/terminalcore/font.py +80 -0
- package/skills/agentvfx/plates/terminalcore/gallery.py +61 -0
- package/skills/agentvfx/plates/terminalcore/gallery_mats.py +144 -0
- package/skills/agentvfx/plates/terminalcore/gallery_room.py +126 -0
- package/skills/agentvfx/plates/terminalcore/materials.py +170 -0
- package/skills/agentvfx/plates/terminalcore/nodekit.py +87 -0
- package/skills/agentvfx/plates/terminalcore/room.py +82 -0
- package/skills/agentvfx/plates/terminalcore/scene.py +219 -0
- package/skills/agentvfx/plates/terminalcore/shots.py +48 -0
- package/skills/agentvfx/plates/terminalcore/textures.py +79 -0
- package/skills/agentvfx/plates/terminalcore/wall.py +103 -0
- package/skills/agentvfx/references/plates.md +22 -0
- package/skills/agentvfx/references/template-format.md +149 -0
- package/skills/agentvfx/references/web.md +63 -0
- package/skills/agentvfx/runtime/agentvfx.js +708 -0
- package/skills/agentvfx/schemas/fx-score.schema.json +98 -0
- package/skills/agentvfx/scripts/export-web.mjs +157 -0
- package/skills/agentvfx/scripts/loop.mjs +129 -0
- package/skills/agentvfx/scripts/make-beat.mjs +133 -0
- package/skills/agentvfx/scripts/plate.mjs +82 -0
- package/skills/agentvfx/scripts/vfx.mjs +173 -0
- package/skills/agentvfx/templates/_test/feedback-counter/fx.json +11 -0
- package/skills/agentvfx/templates/_test/feedback-counter/main.frag +4 -0
- package/skills/agentvfx/templates/_test/feedback-counter/pass0.frag +4 -0
- package/skills/agentvfx/templates/_test/gradient/fx.json +23 -0
- package/skills/agentvfx/templates/_test/gradient/main.frag +5 -0
- package/skills/agentvfx/templates/_test/identity/fx.json +10 -0
- package/skills/agentvfx/templates/_test/identity/main.frag +4 -0
- package/skills/agentvfx/templates/_test/strobe/fx.json +14 -0
- package/skills/agentvfx/templates/_test/strobe/main.frag +6 -0
- package/skills/agentvfx/templates/_test/text-probe/fx.json +15 -0
- package/skills/agentvfx/templates/_test/text-probe/main.frag +6 -0
- package/skills/agentvfx/templates/brutal/NOTES.md +14 -0
- package/skills/agentvfx/templates/brutal/_src/boot-log/def.mjs +57 -0
- package/skills/agentvfx/templates/brutal/_src/boot-log/main.src.frag +129 -0
- package/skills/agentvfx/templates/brutal/_src/build.mjs +33 -0
- package/skills/agentvfx/templates/brutal/_src/halftone-field/def.mjs +72 -0
- package/skills/agentvfx/templates/brutal/_src/halftone-field/main.src.frag +94 -0
- package/skills/agentvfx/templates/brutal/_src/hud-deck/deck-left.src.glsl +100 -0
- package/skills/agentvfx/templates/brutal/_src/hud-deck/deck-right.src.glsl +61 -0
- package/skills/agentvfx/templates/brutal/_src/hud-deck/deck-tiles.src.glsl +153 -0
- package/skills/agentvfx/templates/brutal/_src/hud-deck/def.mjs +82 -0
- package/skills/agentvfx/templates/brutal/_src/hud-deck/main.src.frag +110 -0
- package/skills/agentvfx/templates/brutal/_src/hud-deck/pass0.src.frag +38 -0
- package/skills/agentvfx/templates/brutal/_src/shared/defs.mjs +28 -0
- package/skills/agentvfx/templates/brutal/_src/shared/icons.glsl +72 -0
- package/skills/agentvfx/templates/brutal/_src/shared/lib.glsl +115 -0
- package/skills/agentvfx/templates/brutal/_src/shared/screen.glsl +43 -0
- package/skills/agentvfx/templates/brutal/boot-log/demo-acid.json +1 -0
- package/skills/agentvfx/templates/brutal/boot-log/demo-phosphor.json +1 -0
- package/skills/agentvfx/templates/brutal/boot-log/demo-ultramarine.json +1 -0
- package/skills/agentvfx/templates/brutal/boot-log/fx.json +257 -0
- package/skills/agentvfx/templates/brutal/boot-log/main.frag +242 -0
- package/skills/agentvfx/templates/brutal/collage/_src/00-lib.glsl +73 -0
- package/skills/agentvfx/templates/brutal/collage/_src/10-spectrum-scope.glsl +73 -0
- package/skills/agentvfx/templates/brutal/collage/_src/20-meter-readout-cross.glsl +87 -0
- package/skills/agentvfx/templates/brutal/collage/_src/30-footage-fillers.glsl +92 -0
- package/skills/agentvfx/templates/brutal/collage/_src/40-editorial.glsl +232 -0
- package/skills/agentvfx/templates/brutal/collage/_src/50-typefx.glsl +163 -0
- package/skills/agentvfx/templates/brutal/collage/_src/60-scene-lib.glsl +104 -0
- package/skills/agentvfx/templates/brutal/collage/_src/61-scene-specimen.glsl +71 -0
- package/skills/agentvfx/templates/brutal/collage/_src/62-scene-wiring.glsl +96 -0
- package/skills/agentvfx/templates/brutal/collage/_src/63-scene-fieldcut.glsl +119 -0
- package/skills/agentvfx/templates/brutal/collage/_src/64-scene-pattern.glsl +64 -0
- package/skills/agentvfx/templates/brutal/collage/_src/641-scene-anatomy.glsl +49 -0
- package/skills/agentvfx/templates/brutal/collage/_src/642-scene-deck.glsl +78 -0
- package/skills/agentvfx/templates/brutal/collage/_src/643-scene-bootlog.glsl +60 -0
- package/skills/agentvfx/templates/brutal/collage/_src/644-scene-tunnel.glsl +48 -0
- package/skills/agentvfx/templates/brutal/collage/_src/645-scene-runner.glsl +42 -0
- package/skills/agentvfx/templates/brutal/collage/_src/646-scene-ascii.glsl +66 -0
- package/skills/agentvfx/templates/brutal/collage/_src/647-scene-cubewall.glsl +80 -0
- package/skills/agentvfx/templates/brutal/collage/_src/648-scene-vortex.glsl +46 -0
- package/skills/agentvfx/templates/brutal/collage/_src/649-scene-sticker.glsl +72 -0
- package/skills/agentvfx/templates/brutal/collage/_src/65-scene-main.glsl +1 -0
- package/skills/agentvfx/templates/brutal/collage/_src/650-scene-ribbon.glsl +55 -0
- package/skills/agentvfx/templates/brutal/collage/_src/651-scene-slab.glsl +38 -0
- package/skills/agentvfx/templates/brutal/collage/_src/652-scene-framedial.glsl +79 -0
- package/skills/agentvfx/templates/brutal/collage/_src/653-scene-tilt.glsl +40 -0
- package/skills/agentvfx/templates/brutal/collage/_src/654-scene-marquee.glsl +45 -0
- package/skills/agentvfx/templates/brutal/collage/_src/655-scene-lens.glsl +57 -0
- package/skills/agentvfx/templates/brutal/collage/_src/656-scene-liquid.glsl +35 -0
- package/skills/agentvfx/templates/brutal/collage/_src/657-scene-panelgrid.glsl +75 -0
- package/skills/agentvfx/templates/brutal/collage/_src/658-scene-mirror.glsl +49 -0
- package/skills/agentvfx/templates/brutal/collage/_src/66-scene-main.glsl +27 -0
- package/skills/agentvfx/templates/brutal/collage/_src/90-main.glsl +120 -0
- package/skills/agentvfx/templates/brutal/collage/_src/build.mjs +24 -0
- package/skills/agentvfx/templates/brutal/collage/_src/sync-presets.mjs +16 -0
- package/skills/agentvfx/templates/brutal/collage/demo-bone-lime.json +1 -0
- package/skills/agentvfx/templates/brutal/collage/demo-lime-sparse.json +1 -0
- package/skills/agentvfx/templates/brutal/collage/demo-orange-dense.json +1 -0
- package/skills/agentvfx/templates/brutal/collage/demo-ultra-slow.json +1 -0
- package/skills/agentvfx/templates/brutal/collage/fx.json +4882 -0
- package/skills/agentvfx/templates/brutal/collage/layout.mjs +97 -0
- package/skills/agentvfx/templates/brutal/collage/layouts.json +366 -0
- package/skills/agentvfx/templates/brutal/collage/main.frag +2367 -0
- package/skills/agentvfx/templates/brutal/collage/pass0.frag +265 -0
- package/skills/agentvfx/templates/brutal/halftone-field/demo-acid.json +1 -0
- package/skills/agentvfx/templates/brutal/halftone-field/demo-ascii.json +1 -0
- package/skills/agentvfx/templates/brutal/halftone-field/demo-dither.json +1 -0
- package/skills/agentvfx/templates/brutal/halftone-field/demo-orange.json +1 -0
- package/skills/agentvfx/templates/brutal/halftone-field/demo-phosphor.json +1 -0
- package/skills/agentvfx/templates/brutal/halftone-field/demo-ultramarine.json +1 -0
- package/skills/agentvfx/templates/brutal/halftone-field/fx.json +474 -0
- package/skills/agentvfx/templates/brutal/halftone-field/main.frag +248 -0
- package/skills/agentvfx/templates/brutal/hud-deck/demo-acid.json +1 -0
- package/skills/agentvfx/templates/brutal/hud-deck/demo-night.json +1 -0
- package/skills/agentvfx/templates/brutal/hud-deck/demo-octagon.json +1 -0
- package/skills/agentvfx/templates/brutal/hud-deck/demo-ultramarine.json +1 -0
- package/skills/agentvfx/templates/brutal/hud-deck/fx.json +601 -0
- package/skills/agentvfx/templates/brutal/hud-deck/main.frag +645 -0
- package/skills/agentvfx/templates/brutal/hud-deck/pass0.frag +38 -0
- package/skills/agentvfx/templates/brutal/lattice/demo-cobalt-fine.json +1 -0
- package/skills/agentvfx/templates/brutal/lattice/demo-ink-yellow.json +1 -0
- package/skills/agentvfx/templates/brutal/lattice/demo-vermilion.json +1 -0
- package/skills/agentvfx/templates/brutal/lattice/demo-violet-slow.json +1 -0
- package/skills/agentvfx/templates/brutal/lattice/fx.json +130 -0
- package/skills/agentvfx/templates/brutal/lattice/main.frag +175 -0
- package/skills/agentvfx/templates/brutal/lattice/pass0.frag +29 -0
- package/skills/agentvfx/templates/glitch/block-glitch/demo-mosaic.json +1 -0
- package/skills/agentvfx/templates/glitch/block-glitch/demo-onset.json +1 -0
- package/skills/agentvfx/templates/glitch/block-glitch/demo-static.json +1 -0
- package/skills/agentvfx/templates/glitch/block-glitch/demo-tear.json +1 -0
- package/skills/agentvfx/templates/glitch/block-glitch/fx.json +54 -0
- package/skills/agentvfx/templates/glitch/block-glitch/main.frag +132 -0
- package/skills/agentvfx/templates/glitch/block-glitch/pass0.frag +12 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/NOTES.md +13 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/build-passes.mjs +162 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/demo-chunk.json +1 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/demo-hue.json +1 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/demo-kick.json +1 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/demo-streak.json +1 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/demo-vertical.json +1 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/fx.json +60 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/main.frag +83 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/pass0.frag +64 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/pass1.frag +66 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/pass2.frag +66 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/pass3.frag +66 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/pass4.frag +66 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/pass5.frag +66 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/pass6.frag +66 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/pass7.frag +66 -0
- package/skills/agentvfx/templates/glitch/pixel-sort/pass8.frag +66 -0
- package/skills/agentvfx/templates/glitch/rgb-split/demo-diagonal-stutter.json +1 -0
- package/skills/agentvfx/templates/glitch/rgb-split/demo-hard.json +1 -0
- package/skills/agentvfx/templates/glitch/rgb-split/demo-kick.json +1 -0
- package/skills/agentvfx/templates/glitch/rgb-split/demo-radial.json +1 -0
- package/skills/agentvfx/templates/glitch/rgb-split/fx.json +46 -0
- package/skills/agentvfx/templates/glitch/rgb-split/main.frag +76 -0
- package/skills/agentvfx/templates/glitch/vhs/demo-clean.json +1 -0
- package/skills/agentvfx/templates/glitch/vhs/demo-crash.json +1 -0
- package/skills/agentvfx/templates/glitch/vhs/demo-tape.json +1 -0
- package/skills/agentvfx/templates/glitch/vhs/demo-worn.json +1 -0
- package/skills/agentvfx/templates/glitch/vhs/fx.json +46 -0
- package/skills/agentvfx/templates/glitch/vhs/main.frag +96 -0
- package/skills/agentvfx/templates/impact/impact-1bit/demo-onebit-bayer.json +1 -0
- package/skills/agentvfx/templates/impact/impact-1bit/fx.json +45 -0
- package/skills/agentvfx/templates/impact/impact-1bit/main.frag +64 -0
- package/skills/agentvfx/templates/impact/impact-invert/demo-invert-snap.json +1 -0
- package/skills/agentvfx/templates/impact/impact-invert/fx.json +37 -0
- package/skills/agentvfx/templates/impact/impact-invert/main.frag +44 -0
- package/skills/agentvfx/templates/impact/punch-shake/demo-punch-hard.json +1 -0
- package/skills/agentvfx/templates/impact/punch-shake/fx.json +36 -0
- package/skills/agentvfx/templates/impact/punch-shake/main.frag +62 -0
- package/skills/agentvfx/templates/impact/rgb-hit/demo-rgb-slam.json +1 -0
- package/skills/agentvfx/templates/impact/rgb-hit/fx.json +39 -0
- package/skills/agentvfx/templates/impact/rgb-hit/main.frag +62 -0
- package/skills/agentvfx/templates/impact/signal-cut/demo-lime-hold.json +1 -0
- package/skills/agentvfx/templates/impact/signal-cut/demo-lime.json +1 -0
- package/skills/agentvfx/templates/impact/signal-cut/demo-orange.json +1 -0
- package/skills/agentvfx/templates/impact/signal-cut/demo-ultramarine.json +1 -0
- package/skills/agentvfx/templates/impact/signal-cut/fx.json +83 -0
- package/skills/agentvfx/templates/impact/signal-cut/main.frag +101 -0
- package/skills/agentvfx/templates/impact/signal-cut/pass0.frag +68 -0
- package/skills/agentvfx/templates/impact/speedline-burst/demo-speed-white.json +1 -0
- package/skills/agentvfx/templates/impact/speedline-burst/fx.json +44 -0
- package/skills/agentvfx/templates/impact/speedline-burst/main.frag +68 -0
- package/skills/agentvfx/templates/impact/strobe-burst/demo-strobe-white-16.json +1 -0
- package/skills/agentvfx/templates/impact/strobe-burst/fx.json +42 -0
- package/skills/agentvfx/templates/impact/strobe-burst/main.frag +43 -0
- package/skills/agentvfx/templates/light/anamorphic-streak/demo-anamorphic-cinema.json +10 -0
- package/skills/agentvfx/templates/light/anamorphic-streak/demo-data.json +10 -0
- package/skills/agentvfx/templates/light/anamorphic-streak/fx.json +47 -0
- package/skills/agentvfx/templates/light/anamorphic-streak/main.frag +45 -0
- package/skills/agentvfx/templates/light/anamorphic-streak/pass0.frag +22 -0
- package/skills/agentvfx/templates/light/anamorphic-streak/pass1.frag +16 -0
- package/skills/agentvfx/templates/light/anamorphic-streak/pass2.frag +16 -0
- package/skills/agentvfx/templates/light/anamorphic-streak/pass3.frag +16 -0
- package/skills/agentvfx/templates/light/bloom-glow/demo-clip01-low.json +11 -0
- package/skills/agentvfx/templates/light/bloom-glow/demo-neon-night.json +10 -0
- package/skills/agentvfx/templates/light/bloom-glow/demo-phosphor.json +11 -0
- package/skills/agentvfx/templates/light/bloom-glow/fx.json +53 -0
- package/skills/agentvfx/templates/light/bloom-glow/main.frag +85 -0
- package/skills/agentvfx/templates/light/bloom-glow/pass0.frag +21 -0
- package/skills/agentvfx/templates/light/bloom-glow/pass1.frag +50 -0
- package/skills/agentvfx/templates/light/bloom-glow/pass2.frag +44 -0
- package/skills/agentvfx/templates/light/bloom-glow/pass3.frag +32 -0
- package/skills/agentvfx/templates/light/bloom-glow/pass4.frag +48 -0
- package/skills/agentvfx/templates/light/bloom-glow/pass5.frag +46 -0
- package/skills/agentvfx/templates/light/god-rays/demo-golden-hour.json +10 -0
- package/skills/agentvfx/templates/light/god-rays/demo-point-lamp.json +10 -0
- package/skills/agentvfx/templates/light/god-rays/fx.json +39 -0
- package/skills/agentvfx/templates/light/god-rays/main.frag +54 -0
- package/skills/agentvfx/templates/light/lens-flare/demo-clip01-bar.json +11 -0
- package/skills/agentvfx/templates/light/lens-flare/demo-eye-bar.json +10 -0
- package/skills/agentvfx/templates/light/lens-flare/demo-sun-ghosts.json +10 -0
- package/skills/agentvfx/templates/light/lens-flare/fx.json +49 -0
- package/skills/agentvfx/templates/light/lens-flare/main.frag +86 -0
- package/skills/agentvfx/templates/light/lens-flare/pass0.frag +24 -0
- package/skills/agentvfx/templates/light/light-leak/demo-slit.json +10 -0
- package/skills/agentvfx/templates/light/light-leak/demo-vintage-burn.json +10 -0
- package/skills/agentvfx/templates/light/light-leak/fx.json +40 -0
- package/skills/agentvfx/templates/light/light-leak/main.frag +46 -0
- package/skills/agentvfx/templates/light/light-stage/fx.json +29 -0
- package/skills/agentvfx/templates/light/light-stage/main.frag +56 -0
- package/skills/agentvfx/templates/light/light-sweep/demo-hard-bar.json +12 -0
- package/skills/agentvfx/templates/light/light-sweep/demo-logo-sweep.json +10 -0
- package/skills/agentvfx/templates/light/light-sweep/demo-onset.json +11 -0
- package/skills/agentvfx/templates/light/light-sweep/fx.json +45 -0
- package/skills/agentvfx/templates/light/light-sweep/main.frag +29 -0
- package/skills/agentvfx/templates/light/light-sweep/pass0.frag +17 -0
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- package/skills/agentvfx/templates/scope/scope-polar/demo-glow-phosphor.json +1 -0
- package/skills/agentvfx/templates/scope/scope-polar/demo-hud-black.json +1 -0
- package/skills/agentvfx/templates/scope/scope-polar/fx.json +686 -0
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- package/skills/agentvfx/templates/scope/scope-triggered/demo-boot-green.json +1 -0
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- package/skills/agentvfx/templates/scope/scope-triggered/demo-field-ultramarine.json +1 -0
- package/skills/agentvfx/templates/scope/scope-triggered/demo-glow-phosphor.json +1 -0
- package/skills/agentvfx/templates/scope/scope-triggered/demo-hud-black.json +1 -0
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- package/skills/agentvfx/templates/scope/spectrogram-scroll/demo-boot-green.json +1 -0
- package/skills/agentvfx/templates/scope/spectrogram-scroll/demo-field-lime.json +1 -0
- package/skills/agentvfx/templates/scope/spectrogram-scroll/demo-field-ultramarine.json +1 -0
- package/skills/agentvfx/templates/scope/spectrogram-scroll/demo-glow-phosphor.json +1 -0
- package/skills/agentvfx/templates/scope/spectrogram-scroll/demo-hud-black.json +1 -0
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- package/skills/agentvfx/templates/scope/xy-phosphor/demo-glow-phosphor.json +1 -0
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"""Procedural PBR materials: board-formed concrete, polished floor, plastics, steel, rubber, LEDs, CRT glass+phosphor."""
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import math as pymath
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from nodekit import fresh, finish, math, remap, mix, vmath, rgb, principled, node
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def _ao(nt, dist=0.08):
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return node(nt, "ShaderNodeAmbientOcclusion", {"Distance": dist}, samples=4).outputs["AO"]
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def _position_axes(nt):
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pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
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sep = node(nt, "ShaderNodeSeparateXYZ", {"Vector": pos})
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horiz = math(nt, "ADD", sep.outputs["X"], sep.outputs["Y"])
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return pos, horiz, sep.outputs["Z"], sep.outputs["X"], sep.outputs["Y"]
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def concrete(name="concrete", polished=False, tone=0.16):
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m, nt = fresh(name)
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pos, h, z, x, y = _position_axes(nt)
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along = y if polished else h
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across = x if polished else z
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patches = node(nt, "ShaderNodeTexNoise", {"Vector": vmath(nt, "SCALE", pos, 0.7), "Detail": 8.0, "Roughness": 0.62}).outputs["Fac"]
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fine = node(nt, "ShaderNodeTexNoise", {"Vector": vmath(nt, "SCALE", pos, 70.0), "Detail": 6.0, "Roughness": 0.7}).outputs["Fac"]
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pores = node(nt, "ShaderNodeTexVoronoi", {"Vector": vmath(nt, "SCALE", pos, 38.0)}, feature="F1").outputs["Distance"]
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streak_in = node(nt, "ShaderNodeCombineXYZ", {"X": math(nt, "MULTIPLY", along, 6.0), "Y": 0.0, "Z": math(nt, "MULTIPLY", across, 0.5)})
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streaks = node(nt, "ShaderNodeTexNoise", {"Vector": streak_in.outputs[0], "Detail": 5.0}).outputs["Fac"]
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board_s = math(nt, "DIVIDE", across, 0.32)
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board_fr = math(nt, "FRACT", board_s)
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board_id = math(nt, "FLOOR", board_s)
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board_rnd = node(nt, "ShaderNodeTexWhiteNoise", {"W": board_id}, noise_dimensions="1D").outputs["Value"]
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groove = remap(nt, board_fr, 0.0, 0.05, 1.0, 0.0)
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joint_s = math(nt, "DIVIDE", along, 2.4)
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joint = remap(nt, math(nt, "FRACT", joint_s), 0.0, 0.01, 1.0, 0.0)
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if polished:
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groove = math(nt, "MULTIPLY", groove, 0.0)
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joint = remap(nt, math(nt, "FRACT", math(nt, "DIVIDE", along, 1.8)), 0.0, 0.004, 1.0, 0.0)
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joint = math(nt, "MAXIMUM", joint, remap(nt, math(nt, "FRACT", math(nt, "DIVIDE", across, 1.8)), 0.0, 0.004, 1.0, 0.0))
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grid = node(nt, "ShaderNodeTexVoronoi", {"Vector": node(nt, "ShaderNodeCombineXYZ", {"X": math(nt, "DIVIDE", along, 1.2), "Y": math(nt, "DIVIDE", across, 1.2), "Z": 0.0}).outputs[0], "Randomness": 0.0}, feature="F1").outputs["Distance"]
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holes = remap(nt, grid, 0.055, 0.04, 0.0, 1.0)
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if polished:
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holes = math(nt, "MULTIPLY", holes, 0.0)
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height = math(nt, "ADD", math(nt, "MULTIPLY", fine, 0.5), math(nt, "MULTIPLY", patches, 0.5))
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height = math(nt, "SUBTRACT", height, math(nt, "MULTIPLY", math(nt, "MAXIMUM", groove, joint), 0.55))
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height = math(nt, "SUBTRACT", height, math(nt, "MULTIPLY", holes, 1.2))
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height = math(nt, "ADD", height, math(nt, "MULTIPLY", pores, 0.15))
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bump = node(nt, "ShaderNodeBump", {"Height": height, "Strength": 0.25 if polished else 0.55, "Distance": 0.012}).outputs["Normal"]
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+
tone_v = math(nt, "MULTIPLY", remap(nt, patches, 0.3, 0.7, 0.55, 1.35), math(nt, "ADD", 0.82, math(nt, "MULTIPLY", board_rnd, 0.3 if not polished else 0.0)))
|
|
51
|
+
tone_v = math(nt, "MULTIPLY", tone_v, remap(nt, streaks, 0.35, 0.7, 1.15, 0.6))
|
|
52
|
+
tone_v = math(nt, "MULTIPLY", tone_v, math(nt, "SUBTRACT", 1.0, math(nt, "MULTIPLY", math(nt, "MAXIMUM", groove, joint), 0.55)))
|
|
53
|
+
tone_v = math(nt, "MULTIPLY", tone_v, math(nt, "SUBTRACT", 1.0, math(nt, "MULTIPLY", holes, 0.85)))
|
|
54
|
+
tone_v = math(nt, "MULTIPLY", tone_v, math(nt, "ADD", 0.45, math(nt, "MULTIPLY", _ao(nt, 0.6), 0.55)))
|
|
55
|
+
base = vmath(nt, "MULTIPLY", rgb(nt, tone * 0.93, tone * 0.97, tone * 1.02), vmath(nt, "SCALE", rgb(nt, 1, 1, 1), tone_v))
|
|
56
|
+
rough = math(nt, "ADD", 0.55 if not polished else 0.06, math(nt, "MULTIPLY", math(nt, "SUBTRACT", fine, 0.5), 0.5 if not polished else 0.2))
|
|
57
|
+
if polished:
|
|
58
|
+
rough = math(nt, "ADD", rough, math(nt, "MULTIPLY", remap(nt, patches, 0.45, 0.7), 0.3))
|
|
59
|
+
b = principled(nt, Base_Color=base, Roughness=math(nt, "MAXIMUM", rough, 0.05, clamp=True), Normal=bump, Specular_IOR_Level=0.5 if not polished else 0.8)
|
|
60
|
+
finish(nt, b)
|
|
61
|
+
return m
|
|
62
|
+
|
|
63
|
+
|
|
64
|
+
def plastic(name="plastic", palette=((0.035, 0.037, 0.04), (0.24, 0.225, 0.19), (0.05, 0.06, 0.055))):
|
|
65
|
+
"""Colour picked per object via Object Info random so one material serves many monitors."""
|
|
66
|
+
m, nt = fresh(name)
|
|
67
|
+
r = node(nt, "ShaderNodeObjectInfo").outputs["Random"]
|
|
68
|
+
c0, c1, c2 = (rgb(nt, *c) for c in palette)
|
|
69
|
+
col = mix(nt, remap(nt, r, 0.5, 0.52, 0.0, 1.0, smooth=False), c0, c1)
|
|
70
|
+
col = mix(nt, remap(nt, r, 0.82, 0.84, 0.0, 1.0, smooth=False), col, c2)
|
|
71
|
+
pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
|
|
72
|
+
grain = node(nt, "ShaderNodeTexNoise", {"Vector": vmath(nt, "SCALE", pos, 260.0), "Detail": 3.0}).outputs["Fac"]
|
|
73
|
+
blot = node(nt, "ShaderNodeTexNoise", {"Vector": vmath(nt, "SCALE", pos, 5.0), "Detail": 4.0}).outputs["Fac"]
|
|
74
|
+
ao = _ao(nt, 0.05)
|
|
75
|
+
col = vmath(nt, "MULTIPLY", col, vmath(nt, "SCALE", rgb(nt, 1, 1, 1), math(nt, "MULTIPLY", math(nt, "ADD", 0.5, math(nt, "MULTIPLY", ao, 0.5)), remap(nt, blot, 0.3, 0.7, 0.8, 1.15))))
|
|
76
|
+
bump = node(nt, "ShaderNodeBump", {"Height": grain, "Strength": 0.1, "Distance": 0.0004}).outputs["Normal"]
|
|
77
|
+
rough = math(nt, "ADD", 0.38, math(nt, "MULTIPLY", blot, 0.25))
|
|
78
|
+
finish(nt, principled(nt, Base_Color=col, Roughness=rough, Normal=bump, Specular_IOR_Level=0.5))
|
|
79
|
+
return m
|
|
80
|
+
|
|
81
|
+
|
|
82
|
+
def steel(name="steel", tone=0.32):
|
|
83
|
+
m, nt = fresh(name)
|
|
84
|
+
pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
|
|
85
|
+
brushed = node(nt, "ShaderNodeTexNoise", {"Vector": vmath(nt, "MULTIPLY", pos, (90.0, 2.0, 2.0)), "Detail": 3.0}).outputs["Fac"]
|
|
86
|
+
patina = node(nt, "ShaderNodeTexNoise", {"Vector": vmath(nt, "SCALE", pos, 3.0), "Detail": 6.0}).outputs["Fac"]
|
|
87
|
+
col = vmath(nt, "SCALE", rgb(nt, tone, tone * 1.02, tone * 1.06), math(nt, "MULTIPLY", remap(nt, patina, 0.3, 0.7, 0.5, 1.2), math(nt, "ADD", 0.5, math(nt, "MULTIPLY", _ao(nt, 0.1), 0.5))))
|
|
88
|
+
bump = node(nt, "ShaderNodeBump", {"Height": brushed, "Strength": 0.08, "Distance": 0.0005}).outputs["Normal"]
|
|
89
|
+
finish(nt, principled(nt, Base_Color=col, Metallic=1.0, Roughness=math(nt, "ADD", 0.28, math(nt, "MULTIPLY", patina, 0.3)), Normal=bump))
|
|
90
|
+
return m
|
|
91
|
+
|
|
92
|
+
|
|
93
|
+
def rubber(name="rubber", tint=(0.012, 0.012, 0.013)):
|
|
94
|
+
m, nt = fresh(name)
|
|
95
|
+
pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
|
|
96
|
+
n1 = node(nt, "ShaderNodeTexNoise", {"Vector": vmath(nt, "SCALE", pos, 90.0), "Detail": 3.0}).outputs["Fac"]
|
|
97
|
+
bump = node(nt, "ShaderNodeBump", {"Height": n1, "Strength": 0.1, "Distance": 0.0006}).outputs["Normal"]
|
|
98
|
+
finish(nt, principled(nt, Base_Color=tint, Roughness=0.42, Normal=bump, Sheen_Weight=0.2, Sheen_Roughness=0.5, Specular_IOR_Level=0.55))
|
|
99
|
+
return m
|
|
100
|
+
|
|
101
|
+
|
|
102
|
+
def led(name, color, power):
|
|
103
|
+
m, nt = fresh(name)
|
|
104
|
+
finish(nt, principled(nt, Base_Color=(0.01, 0.01, 0.01), Emission_Color=color, Emission_Strength=power, Roughness=0.2))
|
|
105
|
+
return m
|
|
106
|
+
|
|
107
|
+
|
|
108
|
+
def led_random(name, power):
|
|
109
|
+
"""Status LED whose colour (green / amber / red / cyan) is chosen per object."""
|
|
110
|
+
m, nt = fresh(name)
|
|
111
|
+
r = node(nt, "ShaderNodeObjectInfo").outputs["Random"]
|
|
112
|
+
col = mix(nt, remap(nt, r, 0.40, 0.41, 0.0, 1.0, smooth=False), rgb(nt, 0.1, 1.0, 0.2), rgb(nt, 1.0, 0.45, 0.05))
|
|
113
|
+
col = mix(nt, remap(nt, r, 0.75, 0.76, 0.0, 1.0, smooth=False), col, rgb(nt, 1.0, 0.04, 0.03))
|
|
114
|
+
col = mix(nt, remap(nt, r, 0.92, 0.93, 0.0, 1.0, smooth=False), col, rgb(nt, 0.1, 0.7, 1.0))
|
|
115
|
+
finish(nt, principled(nt, Base_Color=(0.01, 0.01, 0.01), Emission_Color=col, Emission_Strength=power, Roughness=0.2))
|
|
116
|
+
return m
|
|
117
|
+
|
|
118
|
+
|
|
119
|
+
def vent_black(name="vent_black"):
|
|
120
|
+
m, nt = fresh(name)
|
|
121
|
+
finish(nt, principled(nt, Base_Color=(0.004, 0.004, 0.004), Roughness=0.7))
|
|
122
|
+
return m
|
|
123
|
+
|
|
124
|
+
|
|
125
|
+
def screen(name, image, tint, anim, rows_visible=0.5, lines=140.0, strength=5.0, zoom=1.0):
|
|
126
|
+
"""CRT glass over phosphor: emissive scrolling image * scanlines * vignette, glossy dusty glass on top.
|
|
127
|
+
|
|
128
|
+
anim: dict of Value nodes the caller keys per frame -> {'scroll': Value node, 'time': Value node}.
|
|
129
|
+
"""
|
|
130
|
+
m, nt = fresh(name)
|
|
131
|
+
uv = node(nt, "ShaderNodeUVMap").outputs["UV"]
|
|
132
|
+
sep = node(nt, "ShaderNodeSeparateXYZ", {"Vector": uv})
|
|
133
|
+
u, v = sep.outputs["X"], sep.outputs["Y"]
|
|
134
|
+
rnd = node(nt, "ShaderNodeObjectInfo").outputs["Random"]
|
|
135
|
+
scroll = node(nt, "ShaderNodeValue")
|
|
136
|
+
scroll.label = "scroll"
|
|
137
|
+
tnode = node(nt, "ShaderNodeValue")
|
|
138
|
+
tnode.label = "time"
|
|
139
|
+
anim["scroll"], anim["time"] = scroll, tnode
|
|
140
|
+
off_y = math(nt, "ADD", scroll.outputs[0], math(nt, "MULTIPLY", math(nt, "FLOOR", math(nt, "MULTIPLY", rnd, 64.0)), 1.0 / 64.0))
|
|
141
|
+
pu = math(nt, "ADD", math(nt, "MULTIPLY", u, 0.94 * zoom), 0.0)
|
|
142
|
+
pv = math(nt, "ADD", math(nt, "MULTIPLY", v, rows_visible * zoom), off_y)
|
|
143
|
+
coords = node(nt, "ShaderNodeCombineXYZ", {"X": pu, "Y": pv, "Z": 0.0}).outputs[0]
|
|
144
|
+
tex = node(nt, "ShaderNodeTexImage", {"Vector": coords}, image=image, interpolation="Linear", extension="REPEAT")
|
|
145
|
+
lum = tex.outputs["Color"]
|
|
146
|
+
lum = node(nt, "ShaderNodeSeparateColor", {"Color": lum}).outputs["Red"]
|
|
147
|
+
|
|
148
|
+
scan = math(nt, "ADD", 0.62, math(nt, "MULTIPLY", math(nt, "SINE", math(nt, "MULTIPLY", v, lines * 2.0 * pymath.pi)), 0.38))
|
|
149
|
+
du, dv = math(nt, "SUBTRACT", u, 0.5), math(nt, "SUBTRACT", v, 0.5)
|
|
150
|
+
r2 = math(nt, "ADD", math(nt, "MULTIPLY", du, du), math(nt, "MULTIPLY", dv, dv))
|
|
151
|
+
vign = remap(nt, r2, 0.62, 0.05, 0.25, 1.0)
|
|
152
|
+
edge = math(nt, "MULTIPLY", remap(nt, math(nt, "MINIMUM", u, math(nt, "SUBTRACT", 1.0, u)), 0.0, 0.035), remap(nt, math(nt, "MINIMUM", v, math(nt, "SUBTRACT", 1.0, v)), 0.0, 0.035))
|
|
153
|
+
|
|
154
|
+
t = tnode.outputs[0]
|
|
155
|
+
phase = math(nt, "MULTIPLY", rnd, 6.2832)
|
|
156
|
+
flick = math(nt, "ADD", 1.0, math(nt, "MULTIPLY", math(nt, "ADD", math(nt, "SINE", math(nt, "ADD", math(nt, "MULTIPLY", t, 53.0), phase)), math(nt, "SINE", math(nt, "ADD", math(nt, "MULTIPLY", t, 17.3), math(nt, "MULTIPLY", phase, 2.3)))), 0.035))
|
|
157
|
+
bar_pos = math(nt, "FRACT", math(nt, "ADD", math(nt, "MULTIPLY", t, 0.19), rnd))
|
|
158
|
+
d = math(nt, "ABSOLUTE", math(nt, "SUBTRACT", math(nt, "FRACT", math(nt, "ADD", math(nt, "SUBTRACT", v, bar_pos), 0.5)), 0.5))
|
|
159
|
+
bar = math(nt, "ADD", 1.0, remap(nt, d, 0.14, 0.0, 0.0, 0.35))
|
|
160
|
+
|
|
161
|
+
raster = math(nt, "ADD", 0.03,math(nt, "MULTIPLY", lum, 1.0))
|
|
162
|
+
lit = math(nt, "MULTIPLY", math(nt, "MULTIPLY", raster, scan), math(nt, "MULTIPLY", math(nt, "MULTIPLY", vign, edge), math(nt, "MULTIPLY", flick, bar)))
|
|
163
|
+
emit = vmath(nt, "MULTIPLY", rgb(nt, *tint), vmath(nt, "SCALE", rgb(nt, 1, 1, 1), lit))
|
|
164
|
+
|
|
165
|
+
pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
|
|
166
|
+
dust = node(nt, "ShaderNodeTexNoise", {"Vector": vmath(nt, "SCALE", pos, 22.0), "Detail": 5.0}).outputs["Fac"]
|
|
167
|
+
smudge = node(nt, "ShaderNodeTexNoise", {"Vector": vmath(nt, "SCALE", pos, 6.0), "Detail": 3.0}).outputs["Fac"]
|
|
168
|
+
rough = math(nt, "ADD", 0.035, math(nt, "MULTIPLY", math(nt, "MULTIPLY", remap(nt, smudge, 0.4, 0.75), remap(nt, dust, 0.4, 0.8)), 0.16))
|
|
169
|
+
finish(nt, principled(nt, Base_Color=(0.004, 0.005, 0.004), Roughness=rough, IOR=1.52, Specular_IOR_Level=0.7, Emission_Color=emit, Emission_Strength=strength))
|
|
170
|
+
return m
|
|
@@ -0,0 +1,87 @@
|
|
|
1
|
+
"""Tiny shader-node helpers: build node graphs as expressions (sockets or plain numbers in, sockets out)."""
|
|
2
|
+
import bpy
|
|
3
|
+
|
|
4
|
+
|
|
5
|
+
def fresh(name):
|
|
6
|
+
m = bpy.data.materials.new(name)
|
|
7
|
+
m.use_nodes = True
|
|
8
|
+
nt = m.node_tree
|
|
9
|
+
nt.nodes.clear()
|
|
10
|
+
return m, nt
|
|
11
|
+
|
|
12
|
+
|
|
13
|
+
def _set(sock, v):
|
|
14
|
+
if isinstance(v, bpy.types.NodeSocket):
|
|
15
|
+
sock.node.id_data.links.new(v, sock)
|
|
16
|
+
elif sock.type == "RGBA" and not isinstance(v, (int, float)) and len(v) == 3:
|
|
17
|
+
sock.default_value = (*v, 1.0)
|
|
18
|
+
else:
|
|
19
|
+
sock.default_value = v
|
|
20
|
+
|
|
21
|
+
|
|
22
|
+
def node(nt, idname, ins=None, **props):
|
|
23
|
+
n = nt.nodes.new(idname)
|
|
24
|
+
for k, v in props.items():
|
|
25
|
+
setattr(n, k, v)
|
|
26
|
+
for k, v in (ins or {}).items():
|
|
27
|
+
_set(n.inputs[k], v)
|
|
28
|
+
return n
|
|
29
|
+
|
|
30
|
+
|
|
31
|
+
def math(nt, op, a, b=None, c=None, clamp=False):
|
|
32
|
+
n = nt.nodes.new("ShaderNodeMath")
|
|
33
|
+
n.operation = op
|
|
34
|
+
n.use_clamp = clamp
|
|
35
|
+
for i, v in enumerate((a, b, c)):
|
|
36
|
+
if v is not None:
|
|
37
|
+
_set(n.inputs[i], v)
|
|
38
|
+
return n.outputs[0]
|
|
39
|
+
|
|
40
|
+
|
|
41
|
+
def remap(nt, v, lo, hi, out_lo=0.0, out_hi=1.0, smooth=True):
|
|
42
|
+
n = nt.nodes.new("ShaderNodeMapRange")
|
|
43
|
+
n.interpolation_type = "SMOOTHSTEP" if smooth else "LINEAR"
|
|
44
|
+
n.clamp = True
|
|
45
|
+
for k, x in (("Value", v), ("From Min", lo), ("From Max", hi), ("To Min", out_lo), ("To Max", out_hi)):
|
|
46
|
+
_set(n.inputs[k], x)
|
|
47
|
+
return n.outputs["Result"]
|
|
48
|
+
|
|
49
|
+
|
|
50
|
+
def mix(nt, fac, a, b):
|
|
51
|
+
n = nt.nodes.new("ShaderNodeMix")
|
|
52
|
+
n.data_type = "RGBA"
|
|
53
|
+
on = lambda name: next(i for i in n.inputs if i.name == name and i.type == "RGBA")
|
|
54
|
+
_set(n.inputs[0], fac)
|
|
55
|
+
_set(on("A"), a)
|
|
56
|
+
_set(on("B"), b)
|
|
57
|
+
return next(o for o in n.outputs if o.type == "RGBA")
|
|
58
|
+
|
|
59
|
+
|
|
60
|
+
def vmath(nt, op, a, b=None):
|
|
61
|
+
n = nt.nodes.new("ShaderNodeVectorMath")
|
|
62
|
+
n.operation = op
|
|
63
|
+
_set(n.inputs[0], a)
|
|
64
|
+
if b is not None:
|
|
65
|
+
_set(n.inputs["Scale"] if op == "SCALE" else n.inputs[1], b)
|
|
66
|
+
return n.outputs[0] if op not in ("DOT_PRODUCT", "LENGTH", "DISTANCE") else n.outputs["Value"]
|
|
67
|
+
|
|
68
|
+
|
|
69
|
+
def rgb(nt, r, g, b):
|
|
70
|
+
n = nt.nodes.new("ShaderNodeRGB")
|
|
71
|
+
n.outputs[0].default_value = (r, g, b, 1.0)
|
|
72
|
+
return n.outputs[0]
|
|
73
|
+
|
|
74
|
+
|
|
75
|
+
def principled(nt, **ins):
|
|
76
|
+
n = nt.nodes.new("ShaderNodeBsdfPrincipled")
|
|
77
|
+
for k, v in ins.items():
|
|
78
|
+
_set(n.inputs[k.replace("_", " ")], v)
|
|
79
|
+
return n
|
|
80
|
+
|
|
81
|
+
|
|
82
|
+
def finish(nt, shader, volume=None):
|
|
83
|
+
out = nt.nodes.new("ShaderNodeOutputMaterial")
|
|
84
|
+
out.target = "CYCLES"
|
|
85
|
+
nt.links.new(shader.outputs[0], out.inputs["Surface"])
|
|
86
|
+
if volume is not None:
|
|
87
|
+
nt.links.new(volume, out.inputs["Volume"])
|
|
@@ -0,0 +1,82 @@
|
|
|
1
|
+
"""Brutalist room shell, haze world, and the single cold key light (slit window on the left wall)."""
|
|
2
|
+
import math
|
|
3
|
+
|
|
4
|
+
import bmesh
|
|
5
|
+
import bpy
|
|
6
|
+
from mathutils import Matrix, Vector
|
|
7
|
+
|
|
8
|
+
from nodekit import fresh, finish, math as nmath, remap, node, rgb, vmath
|
|
9
|
+
|
|
10
|
+
# Room: x -5.5..5.5, y -12..0.62 (wall niche back at y=0.62), z 0..4.6
|
|
11
|
+
BACK_Y = 0.62
|
|
12
|
+
CEIL_Z = 4.6
|
|
13
|
+
|
|
14
|
+
|
|
15
|
+
def add_box(coll, name, center, size, mat, bevel=0.0):
|
|
16
|
+
bm = bmesh.new()
|
|
17
|
+
bmesh.ops.create_cube(bm, size=1.0, matrix=Matrix.Translation(center) @ Matrix.Diagonal((*size, 1.0)))
|
|
18
|
+
if bevel:
|
|
19
|
+
bmesh.ops.bevel(bm, geom=list(bm.edges), offset=bevel, segments=2, affect="EDGES")
|
|
20
|
+
me = bpy.data.meshes.new(name)
|
|
21
|
+
bm.to_mesh(me)
|
|
22
|
+
bm.free()
|
|
23
|
+
me.materials.append(mat)
|
|
24
|
+
ob = bpy.data.objects.new(name, me)
|
|
25
|
+
coll.objects.link(ob)
|
|
26
|
+
return ob
|
|
27
|
+
|
|
28
|
+
|
|
29
|
+
def build_room(coll, mats):
|
|
30
|
+
conc, floor = mats["concrete"], mats["floor"]
|
|
31
|
+
add_box(coll, "floor", (0, -5.69, -0.25), (11.2, 12.62, 0.5), floor)
|
|
32
|
+
add_box(coll, "ceiling", (0, -5.69, CEIL_Z + 0.4), (11.2, 12.62, 0.8), conc)
|
|
33
|
+
add_box(coll, "back_wall", (0, BACK_Y + 0.4, CEIL_Z / 2), (11.2, 0.8, CEIL_Z + 1.0), conc)
|
|
34
|
+
add_box(coll, "right_wall", (5.5 + 0.4, -5.69, CEIL_Z / 2), (0.8, 12.62, CEIL_Z + 1.0), conc)
|
|
35
|
+
add_box(coll, "front_wall", (0, -12.4, CEIL_Z / 2), (11.2, 0.8, CEIL_Z + 1.0), conc)
|
|
36
|
+
# left wall with a full-height slit window at y = -5.0
|
|
37
|
+
add_box(coll, "left_wall_a", (-5.9, -8.75, CEIL_Z / 2), (0.8, 6.5, CEIL_Z + 1.0), conc)
|
|
38
|
+
add_box(coll, "left_wall_b", (-5.9, -1.69, CEIL_Z / 2), (0.8, 6.22, CEIL_Z + 1.0), conc)
|
|
39
|
+
for i, (x, z, w) in enumerate(((-2.3, 2.2, 6.0), (1.5, 0.55, 3.0), (-4.9, 1.6, 0.06))):
|
|
40
|
+
add_box(coll, f"strip_{i}", (x, -11.96, z), (w, 0.05, 0.07 if w > 1 else 2.2), mats["strip"])
|
|
41
|
+
# brutalist piers + lintel framing the monitor niche
|
|
42
|
+
for sx in (-1, 1):
|
|
43
|
+
add_box(coll, f"pier_{sx}", (sx * 3.35, -0.35, CEIL_Z / 2), (1.0, 1.95, CEIL_Z), conc, 0.012)
|
|
44
|
+
add_box(coll, "lintel", (0, -0.35, 3.55), (5.7, 1.95, 0.9), conc, 0.012)
|
|
45
|
+
add_box(coll, "plinth", (0, -0.3, 0.12), (5.7, 1.8, 0.24), conc, 0.01)
|
|
46
|
+
|
|
47
|
+
|
|
48
|
+
def build_world_and_light(scene, coll, strength=1.0, haze=1.0, shot="wall"):
|
|
49
|
+
world = bpy.data.worlds.new("haze")
|
|
50
|
+
scene.world = world
|
|
51
|
+
world.use_nodes = True
|
|
52
|
+
nt = world.node_tree
|
|
53
|
+
nt.nodes.clear()
|
|
54
|
+
bg = node(nt, "ShaderNodeBackground", {"Color": (0.002, 0.003, 0.006, 1.0), "Strength": 1.0})
|
|
55
|
+
out = node(nt, "ShaderNodeOutputWorld")
|
|
56
|
+
nt.links.new(bg.outputs[0], out.inputs["Surface"])
|
|
57
|
+
pos = node(nt, "ShaderNodeNewGeometry").outputs["Position"]
|
|
58
|
+
wisp = node(nt, "ShaderNodeTexNoise", {"Vector": vmath(nt, "SCALE", pos, 0.35), "Detail": 3.0}).outputs["Fac"]
|
|
59
|
+
dens = nmath(nt, "MULTIPLY", remap(nt, wisp, 0.25, 0.75, 0.5, 1.5), 0.008 * haze)
|
|
60
|
+
vol = node(nt, "ShaderNodeVolumeScatter", {"Density": dens, "Anisotropy": 0.3, "Color": (0.8, 0.88, 1.0, 1.0)})
|
|
61
|
+
nt.links.new(vol.outputs[0], out.inputs["Volume"])
|
|
62
|
+
|
|
63
|
+
key = bpy.data.lights.new("key", "AREA")
|
|
64
|
+
key.shape = "RECTANGLE"
|
|
65
|
+
key.size, key.size_y = 3.6, 0.6
|
|
66
|
+
key.color = (0.55, 0.72, 1.0)
|
|
67
|
+
key.energy = 1500.0 * strength
|
|
68
|
+
key.spread = math.radians(35)
|
|
69
|
+
ko = bpy.data.objects.new("key", key)
|
|
70
|
+
ko.location = (-7.1, -5.55, 2.2)
|
|
71
|
+
ko.rotation_euler = (0.0, math.radians(-90), math.radians(18))
|
|
72
|
+
coll.objects.link(ko)
|
|
73
|
+
if shot == "closeup":
|
|
74
|
+
spot = bpy.data.lights.new("key_close", "SPOT")
|
|
75
|
+
spot.color, spot.energy = (0.6, 0.78, 1.0), 420.0 * strength
|
|
76
|
+
spot.spot_size, spot.spot_blend, spot.shadow_soft_size = math.radians(30), 0.7, 0.08
|
|
77
|
+
so = bpy.data.objects.new("key_close", spot)
|
|
78
|
+
so.location = (1.6, -2.2, 3.0)
|
|
79
|
+
direction = Vector((0.0, -0.05, 1.55)) - Vector(so.location)
|
|
80
|
+
so.rotation_euler = direction.to_track_quat("-Z", "Y").to_euler()
|
|
81
|
+
coll.objects.link(so)
|
|
82
|
+
return ko
|
|
@@ -0,0 +1,219 @@
|
|
|
1
|
+
"""Terminalcore plate: procedural CRT-wall brutalist room rendered with Cycles (Metal GPU, OIDN).
|
|
2
|
+
|
|
3
|
+
Run: blender -b --factory-startup --python scene.py -- --shot wall --out DIR [--width 640 --height 360
|
|
4
|
+
--seconds 4 --fps 30 --samples 48 --frame N --exposure 0 --bloom 1]
|
|
5
|
+
Use scripts/plate.mjs for the full render + H.264 encode.
|
|
6
|
+
"""
|
|
7
|
+
import argparse
|
|
8
|
+
import math
|
|
9
|
+
import os
|
|
10
|
+
import random
|
|
11
|
+
import sys
|
|
12
|
+
import time
|
|
13
|
+
|
|
14
|
+
import bpy
|
|
15
|
+
from mathutils import Quaternion
|
|
16
|
+
|
|
17
|
+
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
|
18
|
+
|
|
19
|
+
import gallery # noqa: E402
|
|
20
|
+
import materials as M # noqa: E402
|
|
21
|
+
import room # noqa: E402
|
|
22
|
+
import shots # noqa: E402
|
|
23
|
+
import textures # noqa: E402
|
|
24
|
+
import wall # noqa: E402
|
|
25
|
+
|
|
26
|
+
|
|
27
|
+
def parse():
|
|
28
|
+
ap = argparse.ArgumentParser()
|
|
29
|
+
ap.add_argument("--shot", default="wall")
|
|
30
|
+
ap.add_argument("--out", required=True)
|
|
31
|
+
ap.add_argument("--width", type=int, default=640)
|
|
32
|
+
ap.add_argument("--height", type=int, default=360)
|
|
33
|
+
ap.add_argument("--seconds", type=float, default=4.0)
|
|
34
|
+
ap.add_argument("--fps", type=int, default=30)
|
|
35
|
+
ap.add_argument("--samples", type=int, default=40)
|
|
36
|
+
ap.add_argument("--quality", choices=("preview", "final"), default="preview", help="final: tight adaptive threshold, accurate denoise, camera motion blur")
|
|
37
|
+
ap.add_argument("--frame", type=int, default=0, help="render only this 1-based frame to still_<n>.png")
|
|
38
|
+
ap.add_argument("--exposure", type=float, default=None)
|
|
39
|
+
ap.add_argument("--bloom", type=float, default=None)
|
|
40
|
+
ap.add_argument("--key", type=float, default=1.0, help="key light strength multiplier")
|
|
41
|
+
ap.add_argument("--haze", type=float, default=None, help="volumetric haze density multiplier")
|
|
42
|
+
a = ap.parse_args(sys.argv[sys.argv.index("--") + 1:])
|
|
43
|
+
gallery = a.shot == "gallery"
|
|
44
|
+
for name, wall_default, gallery_default in (("exposure", -0.3, 0.15), ("bloom", 1.0, 0.5), ("haze", 1.4, 1.8)):
|
|
45
|
+
if getattr(a, name) is None:
|
|
46
|
+
setattr(a, name, gallery_default if gallery else wall_default)
|
|
47
|
+
return a
|
|
48
|
+
|
|
49
|
+
|
|
50
|
+
def setup_render(scene, a):
|
|
51
|
+
scene.render.engine = "CYCLES"
|
|
52
|
+
cy = scene.cycles
|
|
53
|
+
prefs = bpy.context.preferences.addons["cycles"].preferences
|
|
54
|
+
prefs.compute_device_type = "METAL"
|
|
55
|
+
prefs.get_devices()
|
|
56
|
+
for d in prefs.devices:
|
|
57
|
+
d.use = d.type == "METAL"
|
|
58
|
+
cy.device = "GPU"
|
|
59
|
+
cy.samples = a.samples
|
|
60
|
+
final = a.quality == "final"
|
|
61
|
+
cy.use_adaptive_sampling = True
|
|
62
|
+
cy.adaptive_threshold = 0.01 if final else 0.03
|
|
63
|
+
cy.use_denoising = True
|
|
64
|
+
cy.denoiser = "OPENIMAGEDENOISE"
|
|
65
|
+
cy.denoising_use_gpu = True
|
|
66
|
+
if final:
|
|
67
|
+
cy.denoising_prefilter = "ACCURATE"
|
|
68
|
+
cy.denoising_quality = "HIGH"
|
|
69
|
+
scene.render.use_motion_blur = True
|
|
70
|
+
scene.render.motion_blur_shutter = 0.5
|
|
71
|
+
scene.render.motion_blur_position = "CENTER"
|
|
72
|
+
cy.max_bounces, cy.diffuse_bounces, cy.glossy_bounces = 6, 3, 4
|
|
73
|
+
cy.transmission_bounces, cy.volume_bounces, cy.transparent_max_bounces = 2, 1, 4
|
|
74
|
+
cy.sample_clamp_indirect = 8.0
|
|
75
|
+
cy.sample_clamp_direct = 0.0
|
|
76
|
+
cy.blur_glossy = 0.3
|
|
77
|
+
cy.volume_step_rate = 1.5
|
|
78
|
+
cy.volume_max_steps = 256
|
|
79
|
+
scene.render.use_persistent_data = True
|
|
80
|
+
scene.render.resolution_x, scene.render.resolution_y = a.width, a.height
|
|
81
|
+
scene.render.resolution_percentage = 100
|
|
82
|
+
scene.render.fps = a.fps
|
|
83
|
+
scene.render.image_settings.file_format = "PNG"
|
|
84
|
+
scene.render.image_settings.color_mode = "RGB"
|
|
85
|
+
scene.view_settings.view_transform = "AgX"
|
|
86
|
+
for look in ("AgX - High Contrast", "AgX - Punchy"):
|
|
87
|
+
try:
|
|
88
|
+
scene.view_settings.look = look
|
|
89
|
+
break
|
|
90
|
+
except TypeError:
|
|
91
|
+
continue
|
|
92
|
+
scene.view_settings.exposure = a.exposure
|
|
93
|
+
scene.frame_start, scene.frame_end = 1, max(1, round(a.seconds * a.fps))
|
|
94
|
+
|
|
95
|
+
|
|
96
|
+
def setup_bloom(scene, strength):
|
|
97
|
+
ng = bpy.data.node_groups.new("plate_comp", "CompositorNodeTree")
|
|
98
|
+
scene.compositing_node_group = ng
|
|
99
|
+
ng.interface.new_socket("Image", in_out="OUTPUT", socket_type="NodeSocketColor")
|
|
100
|
+
rl = ng.nodes.new("CompositorNodeRLayers")
|
|
101
|
+
gl = ng.nodes.new("CompositorNodeGlare")
|
|
102
|
+
out = ng.nodes.new("NodeGroupOutput")
|
|
103
|
+
gl.inputs["Type"].default_value = "Bloom"
|
|
104
|
+
gl.inputs["Threshold"].default_value = 0.9
|
|
105
|
+
gl.inputs["Strength"].default_value = 0.8 * strength
|
|
106
|
+
gl.inputs["Size"].default_value = 0.6
|
|
107
|
+
ng.links.new(rl.outputs["Image"], gl.inputs["Image"])
|
|
108
|
+
ng.links.new(gl.outputs["Image"], out.inputs[0])
|
|
109
|
+
|
|
110
|
+
|
|
111
|
+
def make_camera(scene, coll):
|
|
112
|
+
cam = bpy.data.cameras.new("cam")
|
|
113
|
+
cam.sensor_width = 36.0
|
|
114
|
+
cam.dof.use_dof = True
|
|
115
|
+
ob = bpy.data.objects.new("cam", cam)
|
|
116
|
+
coll.objects.link(ob)
|
|
117
|
+
scene.camera = ob
|
|
118
|
+
return ob
|
|
119
|
+
|
|
120
|
+
|
|
121
|
+
def build(scene, coll, a):
|
|
122
|
+
if a.shot == "gallery":
|
|
123
|
+
return gallery.build(scene, coll, a)
|
|
124
|
+
rng = random.Random(1987)
|
|
125
|
+
mats = {
|
|
126
|
+
"concrete": M.concrete("concrete"), "floor": M.concrete("floor", polished=True, tone=0.11),
|
|
127
|
+
"plastic": M.plastic(), "steel": M.steel(), "rubber": M.rubber(), "led": M.led_random("led", 12.0),
|
|
128
|
+
"vent": M.vent_black(), "strip": M.led("strip", (0.55, 0.78, 1.0), 14.0), "glass_off": M.screen("glass_off", textures.make_image("off", 5), (0.0, 0.0, 0.0), {}, strength=0.0),
|
|
129
|
+
}
|
|
130
|
+
mats["glass_base"] = mats["glass_off"]
|
|
131
|
+
lines = 150.0 if a.shot == "closeup" else 90.0
|
|
132
|
+
screens, anims = {}, {}
|
|
133
|
+
for key, (seed, tint, strength, rate) in wall.VARIANTS.items():
|
|
134
|
+
anims[key] = {}
|
|
135
|
+
screens[key] = M.screen(f"screen_{key}", textures.make_image(f"term_{key}", seed), tint, anims[key], lines=lines, strength=strength, zoom=1.0 if a.shot == "closeup" else 0.5)
|
|
136
|
+
room.build_room(coll, mats)
|
|
137
|
+
room.build_world_and_light(scene, coll, a.key, a.haze, a.shot)
|
|
138
|
+
wall.build_rack(coll, mats)
|
|
139
|
+
wall.build_monitors(coll, mats, screens, rng)
|
|
140
|
+
wall.build_tray_and_cables(coll, mats, rng)
|
|
141
|
+
wall.build_status_array(coll, mats, rng)
|
|
142
|
+
return anims
|
|
143
|
+
|
|
144
|
+
|
|
145
|
+
def apply_pose(cam, p):
|
|
146
|
+
cam.location = p["loc"]
|
|
147
|
+
cam.rotation_mode = "QUATERNION"
|
|
148
|
+
cam.rotation_quaternion = p["quat"] @ Quaternion((0.0, 0.0, 1.0), p["roll"])
|
|
149
|
+
cam.data.lens = p["lens"]
|
|
150
|
+
cam.data.shift_y = p.get("shift_y", 0.0)
|
|
151
|
+
cam.data.dof.aperture_fstop = p["fstop"]
|
|
152
|
+
cam.data.dof.focus_distance = p["focus"]
|
|
153
|
+
|
|
154
|
+
|
|
155
|
+
def bake_camera(scene, cam, a):
|
|
156
|
+
"""Keyframe the camera on every frame: Cycles motion blur only sees fcurves, not a frame-change handler."""
|
|
157
|
+
total = scene.frame_end
|
|
158
|
+
for f in range(1, total + 1):
|
|
159
|
+
apply_pose(cam, shots.pose(a.shot, (f - 1) / max(total - 1, 1), f))
|
|
160
|
+
for ob, paths in ((cam, ("location", "rotation_quaternion")), (cam.data, ("lens", "shift_y", "dof.aperture_fstop", "dof.focus_distance"))):
|
|
161
|
+
for path in paths:
|
|
162
|
+
ob.keyframe_insert(path, frame=f)
|
|
163
|
+
scene.frame_set(2)
|
|
164
|
+
y_whole = cam.matrix_world.translation.y
|
|
165
|
+
scene.frame_set(2, subframe=0.5)
|
|
166
|
+
print(f"TIMING camera keyed on {total} frames, subframe dy={cam.matrix_world.translation.y - y_whole:.5f} m, motion_blur={scene.render.use_motion_blur} shutter={scene.render.motion_blur_shutter}", flush=True)
|
|
167
|
+
|
|
168
|
+
|
|
169
|
+
def install_animation(scene, cam, anims, a):
|
|
170
|
+
total = scene.frame_end
|
|
171
|
+
row = 18 / 1152
|
|
172
|
+
baked = a.quality == "final"
|
|
173
|
+
|
|
174
|
+
def on_frame(scn):
|
|
175
|
+
f = scn.frame_current
|
|
176
|
+
t = (f - 1) / max(total - 1, 1)
|
|
177
|
+
secs = (f - 1) / a.fps
|
|
178
|
+
for key, anim in anims.items():
|
|
179
|
+
rate = wall.VARIANTS[key][3] * {"closeup": 1.6, "gallery": 0.55}.get(a.shot, 0.8)
|
|
180
|
+
anim["scroll"].outputs[0].default_value = math.floor(secs * rate) * row
|
|
181
|
+
anim["time"].outputs[0].default_value = secs
|
|
182
|
+
if not baked:
|
|
183
|
+
apply_pose(cam, shots.pose(a.shot, t, f))
|
|
184
|
+
|
|
185
|
+
if baked:
|
|
186
|
+
bake_camera(scene, cam, a)
|
|
187
|
+
bpy.app.handlers.frame_change_pre.append(on_frame)
|
|
188
|
+
return on_frame
|
|
189
|
+
|
|
190
|
+
|
|
191
|
+
def main():
|
|
192
|
+
a = parse()
|
|
193
|
+
scene = bpy.context.scene
|
|
194
|
+
for ob in list(bpy.data.objects):
|
|
195
|
+
bpy.data.objects.remove(ob)
|
|
196
|
+
coll = scene.collection
|
|
197
|
+
setup_render(scene, a)
|
|
198
|
+
if a.bloom > 0:
|
|
199
|
+
setup_bloom(scene, a.bloom)
|
|
200
|
+
t0 = time.time()
|
|
201
|
+
cam = make_camera(scene, coll)
|
|
202
|
+
anims = build(scene, coll, a)
|
|
203
|
+
print(f"TIMING build {time.time() - t0:.1f}s look={scene.view_settings.look}", flush=True)
|
|
204
|
+
on_frame = install_animation(scene, cam, anims, a)
|
|
205
|
+
os.makedirs(a.out, exist_ok=True)
|
|
206
|
+
t1 = time.time()
|
|
207
|
+
if a.frame:
|
|
208
|
+
scene.frame_set(a.frame)
|
|
209
|
+
on_frame(scene)
|
|
210
|
+
scene.render.filepath = os.path.join(a.out, f"still_{a.frame:03d}.png")
|
|
211
|
+
bpy.ops.render.render(write_still=True)
|
|
212
|
+
else:
|
|
213
|
+
os.makedirs(os.path.join(a.out, "frames"), exist_ok=True)
|
|
214
|
+
scene.render.filepath = os.path.join(a.out, "frames", "f_")
|
|
215
|
+
bpy.ops.render.render(animation=True)
|
|
216
|
+
print(f"TIMING render {time.time() - t1:.1f}s", flush=True)
|
|
217
|
+
|
|
218
|
+
|
|
219
|
+
main()
|
|
@@ -0,0 +1,48 @@
|
|
|
1
|
+
"""Camera moves: slow cinematic push / slide with a little handheld wander. pose(shot, t, frame) -> dict."""
|
|
2
|
+
import math
|
|
3
|
+
|
|
4
|
+
from mathutils import Vector
|
|
5
|
+
|
|
6
|
+
import wall
|
|
7
|
+
|
|
8
|
+
|
|
9
|
+
def _lerp(a, b, t):
|
|
10
|
+
return tuple(x + (y - x) * t for x, y in zip(a, b))
|
|
11
|
+
|
|
12
|
+
|
|
13
|
+
def _ease(t):
|
|
14
|
+
return t * t * (3.0 - 2.0 * t)
|
|
15
|
+
|
|
16
|
+
|
|
17
|
+
def _hand(f, amp):
|
|
18
|
+
"""Smooth pseudo-random wander (sum of incommensurate sines)."""
|
|
19
|
+
s = lambda k, p: math.sin(f * k + p)
|
|
20
|
+
return (amp * (s(0.11, 0.3) + 0.5 * s(0.29, 1.7)), amp * (s(0.13, 2.1) + 0.5 * s(0.31, 0.2)), amp * (s(0.09, 4.0) + 0.5 * s(0.23, 3.1)))
|
|
21
|
+
|
|
22
|
+
|
|
23
|
+
def pose(shot, t, frame):
|
|
24
|
+
hx, hy, hz = wall.monitor_position(*wall.HERO)
|
|
25
|
+
if shot == "closeup":
|
|
26
|
+
e = _ease(t)
|
|
27
|
+
loc = _lerp((0.66, -1.34, 1.57), (0.34, -1.14, 1.50), e)
|
|
28
|
+
target = _lerp((0.02, -0.02, hz + 0.03), (-0.02, -0.02, hz + 0.0), e)
|
|
29
|
+
lens, fstop, amp = 62.0, 2.0, 0.0035
|
|
30
|
+
elif shot == "wall":
|
|
31
|
+
e = _ease(t)
|
|
32
|
+
loc = _lerp((3.5, -8.4, 1.3), (1.6, -6.4, 1.38), e)
|
|
33
|
+
target = _lerp((-0.5, 0.0, 1.7), (-1.0, 0.0, 1.62), e)
|
|
34
|
+
lens, fstop, amp = 28.0, 1.6, 0.012
|
|
35
|
+
elif shot == "gallery":
|
|
36
|
+
e = 0.35 * _ease(t) + 0.65 * t
|
|
37
|
+
loc = (0.0, -9.8 + 1.4 * e, 1.3) # 1.4 m dolly: bench base stays clear of the bottom edge on the last frame
|
|
38
|
+
return {"loc": loc, "quat": Vector((0.0, 1.0, 0.0)).to_track_quat("-Z", "Y"), "roll": 0.0, "lens": 26.0, "fstop": 11.0,
|
|
39
|
+
"focus": -0.05 - loc[1], "shift_y": 0.06}
|
|
40
|
+
else:
|
|
41
|
+
raise SystemExit(f"unknown shot: {shot}")
|
|
42
|
+
hx_, hy_, hz_ = _hand(frame, amp)
|
|
43
|
+
loc = (loc[0] + hx_, loc[1] + hy_ * 0.5, loc[2] + hz_)
|
|
44
|
+
target = (target[0] + hz_ * 0.6, target[1], target[2] + hx_ * 0.6)
|
|
45
|
+
dist = (Vector(target) - Vector(loc)).length
|
|
46
|
+
quat = (Vector(target) - Vector(loc)).to_track_quat("-Z", "Y")
|
|
47
|
+
roll = math.radians(0.25) * math.sin(frame * 0.07 + 1.0) * (0.4 if shot == "closeup" else 1.0)
|
|
48
|
+
return {"loc": loc, "quat": quat, "roll": roll, "lens": lens, "fstop": fstop, "focus": dist}
|