# Stage 34: apply the chosen bust size and write the v04 master + GLB. # # blender --background --python 34_apply_bust.py -- [review] # # k comes from 33_bust_variants.py. k=0.50 was chosen: it puts bust projection at +0.0155 H # against the approved concept turnaround's +0.0156 H, the only quantitative anchor available. # Two caveats recorded so the number is not over-trusted later: # * the metric SATURATES below ~0.5 (k=0.35 measures +0.0154, indistinguishable), because as the # forms shrink the "deepest slice" row migrates and stops tracking breast volume; # * the reference reading may be inflated by the T-pose arm crossing the chest in a side view, # which would mean the true reference bust is smaller still — so 0.5 is a floor, not a midpoint. # Front renders cannot tell these variants apart at all (the frontal key light flattens the chest); # judge from the side. Re-running at another k is seconds now that the wall is cached. import bpy, sys, os, math, time import numpy as np from mathutils import Vector argv = sys.argv[sys.argv.index("--") + 1:] BLEND, OUT_BLEND, OUT_GLB, K = argv[0], argv[1], argv[2], float(argv[3]) REVIEW = argv[4] if len(argv) > 4 else "" t0 = time.time() Z0, Z1 = 0.620, 0.790 Z_FADE = 0.022 X_MAX = 0.135 X_FADE = 0.022 Y_FRONT = 0.010 UNIT_MM = 1815.0 def log(m): print(f"[v04 {time.time()-t0:6.1f}s] {m}", flush=True) def smoothstep(x): x = np.clip(x, 0.0, 1.0) return x * x * (3.0 - 2.0 * x) bpy.ops.wm.open_mainfile(filepath=BLEND) ob = max([o for o in bpy.data.objects if o.type == 'MESH'], key=lambda o: len(o.data.vertices)) me = ob.data n_v = len(me.vertices) orig_mats = [ms.material for ms in ob.material_slots] co = np.empty(n_v * 3) me.vertices.foreach_get("co", co) co = co.reshape(-1, 3) log(f"in: {n_v}v, mats={[m.name if m else None for m in orig_mats]}") CACHE = os.path.join(os.path.dirname(os.path.abspath(BLEND)), "_bust_wall_cache.npy") if not os.path.exists(CACHE): raise SystemExit(f"[v04] FATAL: wall cache missing ({CACHE}); run 33_bust_variants.py first") wall = np.load(CACHE) if wall.shape != co.shape: raise SystemExit(f"[v04] FATAL: cache shape {wall.shape} != mesh {co.shape} — " f"the cache belongs to a different mesh") log(f"wall cache loaded ({CACHE})") W = (smoothstep((co[:, 2] - (Z0 - Z_FADE)) / Z_FADE) * smoothstep(((Z1 + Z_FADE) - co[:, 2]) / Z_FADE) * smoothstep(((X_MAX + X_FADE) - np.abs(co[:, 0])) / X_FADE) * smoothstep((Y_FRONT - co[:, 1]) / 0.030)) P = co + (W * (K - 1.0))[:, None] * (co - wall) d = np.linalg.norm(P - co, axis=1) * UNIT_MM log(f"k={K}: {int((d>0.05).sum())} verts moved >0.05 mm, max {d.max():.1f} mm, " f"median(region) {np.median(d[W>0.5]):.2f} mm") me.vertices.foreach_set("co", P.reshape(-1)) me.update() vn = np.empty(n_v * 3, dtype=np.float32) me.vertices.foreach_get("normal", vn) if me.has_custom_normals: me.normals_split_custom_set_from_vertices(vn.reshape(-1, 3)) # ---- verify: bust projection + that nothing outside the chest moved ---- def bust_projection(X): z0 = X[:, 2].min() Hh = X[:, 2].max() - z0 u = (X[:, 2] - z0) / Hh NB = 220 uu = np.linspace(0, 1, NB) fm = np.full(NB, np.nan) dm = np.full(NB, np.nan) for i, uc in enumerate(uu): sel = np.abs(u - uc) < (0.5 / NB) * 1.6 if sel.sum() < 8: continue t = X[sel][np.abs(X[sel][:, 0]) < 0.16] if len(t) >= 8: fm[i] = t[:, 1].min() / Hh dm[i] = (t[:, 1].max() - t[:, 1].min()) / Hh b = (uu > 0.66) & (uu < 0.80) & np.isfinite(dm) ib = int(np.nanargmax(np.where(b, dm, -np.inf))) b2 = (uu > 0.60) & (uu < 0.70) & np.isfinite(dm) iu = int(np.nanargmin(np.where(b2, dm, np.inf))) return fm[iu] - fm[ib] print(f"BUST PROJECTION before {bust_projection(co):+.4f} H -> after " f"{bust_projection(P):+.4f} H (reference +0.0156)") outside = d[W <= 0.02] print(f"OUTSIDE THE REGION: max move {outside.max() if len(outside) else 0:.4f} mm " f"(should be ~0)") h0 = co[:, 2].max() - co[:, 2].min() h1 = P[:, 2].max() - P[:, 2].min() print(f"HEIGHT {h0:.5f} -> {h1:.5f} units ({(h1-h0)*UNIT_MM:+.3f} real mm)") # restore materials, save, THEN render (the trap that broke 21_tone.py) for i, ms in enumerate(ob.material_slots): ms.material = orig_mats[i] bpy.ops.wm.save_as_mainfile(filepath=OUT_BLEND) log(f"WROTE {OUT_BLEND}") bpy.ops.export_scene.gltf(filepath=OUT_GLB, export_format='GLB', export_image_format='AUTO', export_yup=True, export_apply=False, export_animations=False, export_skins=False, export_morph=False) log(f"WROTE {OUT_GLB} ({os.path.getsize(OUT_GLB)/1e6:.2f} MB)") if REVIEW: os.makedirs(REVIEW, exist_ok=True) scn = bpy.context.scene wd = bpy.data.worlds.new("W") wd.color = (0.20, 0.20, 0.21) scn.world = wd for rot, e in (((55, 0, -35), 2.2), ((120, 0, 150), 1.0), ((85, 0, 35), 0.8)): ld = bpy.data.lights.new("s", 'SUN') ld.energy = e ld.use_shadow = False lo = bpy.data.objects.new("s", ld) lo.rotation_euler = tuple(math.radians(a) for a in rot) bpy.context.collection.objects.link(lo) cam = bpy.data.objects.new("Cam", bpy.data.cameras.new("Cam")) cam.data.lens = 70 bpy.context.collection.objects.link(cam) scn.camera = cam scn.render.engine = 'BLENDER_EEVEE' if bpy.app.version >= (4, 2) else 'BLENDER_EEVEE_NEXT' scn.render.resolution_x, scn.render.resolution_y = 700, 1000 clay = bpy.data.materials.new("Clay") clay.use_nodes = True cn = clay.node_tree.nodes["Principled BSDF"] cn.inputs["Base Color"].default_value = (0.80, 0.56, 0.42, 1) cn.inputs["Roughness"].default_value = 0.55 def shoot(tag, yaw, span, ctr=(0.0, 0.0, 0.50), use_clay=True): for i, ms in enumerate(ob.material_slots): ms.material = clay if use_clay else orig_mats[i] y = math.radians(yaw) dist = span * 3.0 cam.location = Vector(ctr) + Vector((math.sin(y) * dist, -math.cos(y) * dist, 0.0)) cam.rotation_euler = (Vector(ctr) - cam.location).to_track_quat('-Z', 'Y').to_euler() scn.render.filepath = os.path.abspath(os.path.join(REVIEW, f"{tag}.png")) bpy.ops.render.render(write_still=True) log(f"render {tag}") shoot("front_clay", 0, 0.55) shoot("side_clay", 90, 0.55) shoot("back_clay", 180, 0.55) shoot("front_tex", 0, 0.55, use_clay=False) shoot("side_tex", 90, 0.55, use_clay=False) print("V04_DONE")