3d8825f5a9
REGISTRY rewritten around the central rule: a character folder is born only when a body ships to ariki-game (<character>_base_v<NN> = ship ordinal). lena_nude dissolves accordingly: - characters/female/lena_base_v01/ — SHIPPED 2026-08-10: AccuRig GLB carrier, T-pose/rig FBX + JSON, previews, frozen README - characters/work/lena/ — the live lane: recipes 01-47 (incl. new 36-47: refill/sheets/clay/despeckle/musculature/spin/AccuRig export/graft/pose QC), masters (athletic_v04 blend + textures, accurig blend), lane-history README - hires_claude/hires_work intermediates (blends, logs, probes) pruned Supporting docs: AGENTS.md, working-files rule, rig-graft plan addendum, originals README, prune_lane.py. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
71 lines
2.6 KiB
Python
71 lines
2.6 KiB
Python
# Stage 38 (read-only): clay render, to settle whether the remaining speckle is GEOMETRY or PAINT.
|
|
#
|
|
# blender --background --python 38_clay.py -- <blend> <out_dir>
|
|
#
|
|
# The lane README's own advice: a clay render drops the material, and it is the only reliable way
|
|
# to tell a mesh defect from a painted one. Several dead ends here came from mistaking painted
|
|
# shadow for a dent and vice versa. Same cameras as 09_beauty so the frames line up.
|
|
import bpy, sys, math, os
|
|
from mathutils import Vector, Euler
|
|
|
|
argv = sys.argv[sys.argv.index("--") + 1:]
|
|
BLEND, OUT = argv[0], os.path.abspath(argv[1])
|
|
os.makedirs(OUT, exist_ok=True)
|
|
|
|
bpy.ops.wm.open_mainfile(filepath=BLEND)
|
|
for o in list(bpy.data.objects):
|
|
if o.type in ('LIGHT', 'CAMERA'):
|
|
bpy.data.objects.remove(o, do_unlink=True)
|
|
ob = max([o for o in bpy.data.objects if o.type == 'MESH'], key=lambda o: len(o.data.vertices))
|
|
|
|
clay = bpy.data.materials.new("clay")
|
|
clay.use_nodes = True
|
|
bsdf = clay.node_tree.nodes["Principled BSDF"]
|
|
bsdf.inputs["Base Color"].default_value = (0.62, 0.62, 0.62, 1)
|
|
bsdf.inputs["Roughness"].default_value = 0.55
|
|
if "Metallic" in bsdf.inputs:
|
|
bsdf.inputs["Metallic"].default_value = 0.0
|
|
clay.use_backface_culling = False
|
|
ob.data.materials.clear()
|
|
ob.data.materials.append(clay)
|
|
|
|
sc = bpy.context.scene
|
|
sc.render.engine = 'BLENDER_EEVEE'
|
|
sc.render.resolution_x = sc.render.resolution_y = 1200
|
|
wd = bpy.data.worlds.new("w")
|
|
wd.use_nodes = True
|
|
wd.node_tree.nodes["Background"].inputs[0].default_value = (0.20, 0.20, 0.22, 1)
|
|
sc.world = wd
|
|
|
|
|
|
def sun(rot, e):
|
|
ld = bpy.data.lights.new("s", 'SUN')
|
|
ld.energy = e
|
|
ld.use_shadow = False
|
|
lo = bpy.data.objects.new("s", ld)
|
|
lo.rotation_euler = rot
|
|
bpy.context.collection.objects.link(lo)
|
|
|
|
|
|
sun(Euler((math.radians(55), 0, math.radians(-35))), 2.6)
|
|
sun(Euler((math.radians(120), 0, math.radians(150))), 1.1)
|
|
sun(Euler((math.radians(85), 0, math.radians(35))), 0.9)
|
|
|
|
cam = bpy.data.cameras.new("c")
|
|
cam.lens = 70
|
|
cob = bpy.data.objects.new("c", cam)
|
|
bpy.context.collection.objects.link(cob)
|
|
sc.camera = cob
|
|
for name, loc, rot in [
|
|
("full_front", Vector((0.0, -2.05, 0.50)), Euler((math.radians(90), 0, 0))),
|
|
("chest", Vector((0.0, -0.85, 0.70)), Euler((math.radians(90), 0, 0))),
|
|
("hip", Vector((0.0, -0.85, 0.46)), Euler((math.radians(90), 0, 0))),
|
|
("thigh", Vector((0.0, -0.70, 0.33)), Euler((math.radians(90), 0, 0))),
|
|
]:
|
|
cob.location = loc
|
|
cob.rotation_euler = rot
|
|
sc.render.filepath = os.path.join(OUT, f"{name}.png")
|
|
bpy.ops.render.render(write_still=True)
|
|
print(f"clay {name}", flush=True)
|
|
print("CLAY_DONE")
|