Add Hebat Allah wreck to the sunlit shallows site
First wreck in the production world layer. A WreckActor (StaticBody3D) instantiates a two-LOD glTF visual, builds a trimesh collision from a separate lighter glTF, and carries the sonar metadata (metal, 0.9 reflectivity) so the bathymetry rays echo it. The sunlit shallows site places the MV Hebat Allah 62 m ahead of the submarine on the floor. The assets derive from a CC BY 4.0 photogrammetry scan by Holger Buss (Sketchfab). The raw 274 MB scan stays outside the repo; the committed GLBs come from a reproducible Blender pipeline under scripts/assets/: skirt cut, 44 m rescale, merge by distance (the scan is a triangle soup), fragment removal, 0.4 m voxel remesh, decimation to 58k/14.5k/2.9k triangles, smart UVs and a 2K albedo rebaked from a luminance-rebuilt texture (the scan's red channel is dead). docs/ASSET_LICENSES.md starts the licence registry required by the design plan and records the attribution owed in the credits. The site suite gains twelve assertions covering sonar metadata, collision, LOD handover and triangle budgets. Godot extracts the embedded albedo next to the glb on import; those PNGs are ignored like the cockpit ones. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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"""Blender pipeline turning the raw MV Hebat Allah photogrammetry scan into the
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game-ready wreck assets committed under game/world/wrecks/assets/hebat_allah/.
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Run headless with Blender 5.2:
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WRECK_RAW_DIR=<dir with wreck_raw_joined.blend and albedo_2k_balanced.png>
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WRECK_OUT_DIR=<output dir>
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WRECK_VOXEL=0.4
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blender -b --python scripts/assets/hebat_allah_blender_pipeline.py
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Steps: apply transforms, cut the sediment skirt 3 m around the hull, scale the
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hull to its real 44 m, merge the triangle soup by distance, drop isolated
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fragments, voxel remesh to a closed surface, decimate LOD0, smart-project UVs,
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bake the albedo from the scan, derive LOD1 and a UV-less collision mesh, export
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two GLBs. Licence: see docs/ASSET_LICENSES.md (CC BY 4.0, Holger Buss).
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"""
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import bpy, bmesh, math, json, os, time
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from mathutils import Vector, Matrix
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T0 = time.time()
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RAW = os.environ.get("WRECK_RAW_DIR", r"C:\Users\olivi\Assets\hebat_allah\raw")
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VOXEL_TAG = os.environ.get("WRECK_VOXEL", "0.4")
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VOXEL = float(VOXEL_TAG)
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OUT = os.environ.get("WRECK_OUT_DIR", r"C:\Users\olivi\Assets\hebat_allah\out\v" + VOXEL_TAG)
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os.makedirs(OUT, exist_ok=True)
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CHK = os.path.join(OUT, "check")
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os.makedirs(CHK, exist_ok=True)
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log = {}
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def mark(k):
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log[k] = round(time.time() - T0, 1)
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print("STEP", k, log[k], flush=True)
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def activate(o):
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bpy.ops.object.select_all(action='DESELECT')
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o.select_set(True)
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bpy.context.view_layer.objects.active = o
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bpy.ops.wm.open_mainfile(filepath=RAW + r"\wreck_raw_joined.blend")
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src = bpy.data.objects["wreck_raw"]
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activate(src)
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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co = [v.co for v in src.data.vertices if v.co.z > 3.0]
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fx = (min(c.x for c in co), max(c.x for c in co))
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fy = (min(c.y for c in co), max(c.y for c in co))
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MARGIN = 3.0
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bpy.ops.object.mode_set(mode='EDIT')
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for pno, pco in [((1, 0, 0), (fx[1] + MARGIN, 0, 0)), ((-1, 0, 0), (fx[0] - MARGIN, 0, 0)),
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((0, 1, 0), (0, fy[1] + MARGIN, 0)), ((0, -1, 0), (0, fy[0] - MARGIN, 0))]:
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.bisect(plane_co=pco, plane_no=pno, clear_outer=True, clear_inner=False)
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bpy.ops.object.mode_set(mode='OBJECT')
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cx, cy = (fx[0] + fx[1]) / 2, (fy[0] + fy[1]) / 2
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zmin = min(v.co.z for v in src.data.vertices)
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SCALE = 44.0 / (fx[1] - fx[0])
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src.data.transform(Matrix.Scale(SCALE, 4) @ Matrix.Rotation(math.radians(90), 4, 'Z') @ Matrix.Translation((-cx, -cy, -zmin)))
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src.data.update()
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mark("cut_scaled")
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.remove_doubles(threshold=0.003)
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bpy.ops.object.mode_set(mode='OBJECT')
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src.data.calc_loop_triangles()
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log["verts_after_merge"] = len(src.data.vertices)
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mark("merged")
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print("DBG", log, flush=True)
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def drop_small_components(obj, min_faces):
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import numpy as np
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me = obj.data
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nv = len(me.vertices)
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ev = np.empty(len(me.edges) * 2, dtype=np.int64)
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me.edges.foreach_get("vertices", ev)
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ev = ev.reshape(-1, 2)
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label = np.arange(nv, dtype=np.int64)
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for _ in range(10000):
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m = np.minimum(label[ev[:, 0]], label[ev[:, 1]])
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new = label.copy()
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np.minimum.at(new, ev[:, 0], m)
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np.minimum.at(new, ev[:, 1], m)
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for _ in range(4):
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new = new[new]
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if np.array_equal(new, label):
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break
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label = new
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nf = len(me.polygons)
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loop_start = np.empty(nf, dtype=np.int64)
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me.polygons.foreach_get("loop_start", loop_start)
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loop_vert = np.empty(len(me.loops), dtype=np.int64)
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me.loops.foreach_get("vertex_index", loop_vert)
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flab = label[loop_vert[loop_start]]
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counts = np.bincount(flab, minlength=nv)
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small = counts[flab] < min_faces
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removed = int(np.unique(flab[small]).size)
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kept = int(np.unique(flab[~small]).size)
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bm = bmesh.new()
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bm.from_mesh(me)
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bm.faces.ensure_lookup_table()
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geom = [bm.faces[int(i)] for i in np.nonzero(small)[0]]
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if geom:
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bmesh.ops.delete(bm, geom=geom, context='FACES')
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bm.to_mesh(me)
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bm.free()
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me.update()
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return removed, kept
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log["frag_removed_kept"] = drop_small_components(src, 400)
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mark("fragments")
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print("DBG", log, flush=True)
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src.data.calc_loop_triangles()
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log["tris_after_clean"] = len(src.data.loop_triangles)
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mat_src = bpy.data.materials.new("src_mat")
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mat_src.use_nodes = True
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nt = mat_src.node_tree
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tex = nt.nodes.new("ShaderNodeTexImage")
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tex.image = bpy.data.images.load(RAW + r"\albedo_2k_balanced.png")
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nt.links.new(tex.outputs["Color"], nt.nodes["Principled BSDF"].inputs["Base Color"])
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src.data.materials.clear()
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src.data.materials.append(mat_src)
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rm = src.copy()
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rm.data = src.data.copy()
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rm.name = "remeshed"
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bpy.context.scene.collection.objects.link(rm)
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activate(rm)
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rm.data.remesh_voxel_size = VOXEL
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rm.data.remesh_voxel_adaptivity = 0.0
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rm.data.use_remesh_fix_poles = False
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rm.data.use_remesh_preserve_volume = True
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bpy.ops.object.voxel_remesh()
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rm.data.calc_loop_triangles()
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log["tris_after_remesh"] = len(rm.data.loop_triangles)
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mark("remesh")
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print("DBG", log, flush=True)
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log["remesh_frag_removed_kept"] = drop_small_components(rm, 300)
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rm.data.calc_loop_triangles()
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n_rm = len(rm.data.loop_triangles)
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lod0 = rm
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lod0.name = "WreckLOD0"
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lod0.data.name = "WreckLOD0"
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m = lod0.modifiers.new("dec", 'DECIMATE')
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m.ratio = min(1.0, 60000 / n_rm)
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m.use_collapse_triangulate = True
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bpy.ops.object.modifier_apply(modifier="dec")
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.uv.smart_project(angle_limit=math.radians(66), island_margin=0.003, correct_aspect=True, scale_to_bounds=False)
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.shade_smooth()
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mark("lod0_uv")
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baked = bpy.data.images.new("wreck_hebat_allah_albedo", 2048, 2048)
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baked.generated_color = (0.3, 0.3, 0.3, 1)
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mat = bpy.data.materials.new("wreck_hebat_allah")
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mat.use_nodes = True
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nt = mat.node_tree
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tn = nt.nodes.new("ShaderNodeTexImage")
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tn.image = baked
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nt.links.new(tn.outputs["Color"], nt.nodes["Principled BSDF"].inputs["Base Color"])
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nt.nodes["Principled BSDF"].inputs["Roughness"].default_value = 0.85
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nt.nodes["Principled BSDF"].inputs["Metallic"].default_value = 0.0
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nt.nodes.active = tn
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lod0.data.materials.clear()
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lod0.data.materials.append(mat)
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sc = bpy.context.scene
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sc.render.engine = 'CYCLES'
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sc.cycles.device = 'CPU'
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sc.cycles.samples = 4
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sc.render.bake.use_selected_to_active = True
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sc.render.bake.cage_extrusion = 0.6
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sc.render.bake.max_ray_distance = 1.6
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sc.render.bake.margin = 8
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sc.render.bake.use_pass_direct = False
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sc.render.bake.use_pass_indirect = False
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sc.render.bake.use_pass_color = True
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bpy.ops.object.select_all(action='DESELECT')
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src.select_set(True)
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lod0.select_set(True)
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bpy.context.view_layer.objects.active = lod0
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bpy.ops.object.bake(type='DIFFUSE')
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baked.filepath_raw = OUT + r"\hebat_allah_albedo_2k.png"
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baked.file_format = 'PNG'
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baked.save()
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mark("bake")
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def derive(name, ratio, keep_mat):
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o = lod0.copy()
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o.data = lod0.data.copy()
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o.name = name
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o.data.name = name
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bpy.context.scene.collection.objects.link(o)
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activate(o)
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if not keep_mat:
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while o.data.uv_layers:
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o.data.uv_layers.remove(o.data.uv_layers[0])
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m = o.modifiers.new("dec", 'DECIMATE')
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m.ratio = ratio
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m.use_collapse_triangulate = True
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bpy.ops.object.modifier_apply(modifier="dec")
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if not keep_mat:
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o.data.materials.clear()
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o.data.calc_loop_triangles()
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return o, len(o.data.loop_triangles)
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lod1, t1 = derive("WreckLOD1", 0.25, True)
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col, tc = derive("WreckCollision", 0.05, False)
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lod0.data.calc_loop_triangles()
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t0 = len(lod0.data.loop_triangles)
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bpy.data.objects.remove(src)
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def export(objs, path):
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bpy.ops.object.select_all(action='DESELECT')
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for o in objs:
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o.select_set(True)
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bpy.ops.export_scene.gltf(filepath=path, export_format='GLB', use_selection=True, export_apply=True,
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export_yup=True, export_image_format='AUTO', export_materials='EXPORT')
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export([lod0, lod1], OUT + r"\hebat_allah_visual.glb")
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export([col], OUT + r"\hebat_allah_collision.glb")
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bpy.ops.wm.save_as_mainfile(filepath=OUT + r"\hebat_allah_work.blend")
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mark("export")
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sc.render.engine = 'BLENDER_WORKBENCH'
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sc.display.shading.light = 'STUDIO'
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sc.display.shading.color_type = 'TEXTURE'
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sc.render.resolution_x = 1600
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sc.render.resolution_y = 900
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sc.world = bpy.data.worlds.new("W")
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sc.world.color = (0.08, 0.1, 0.12)
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cam = bpy.data.cameras.new("C")
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cam.lens = 35
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cob = bpy.data.objects.new("Cam", cam)
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sc.collection.objects.link(cob)
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sc.camera = cob
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def look(loc, target):
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cob.location = loc
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cob.rotation_euler = (Vector(target) - Vector(loc)).to_track_quat('-Z', 'Y').to_euler()
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def shot(name, vis):
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for o in (lod0, lod1, col):
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o.hide_render = o is not vis
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sc.render.filepath = os.path.join(CHK, name + ".png")
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bpy.ops.render.render(write_still=True)
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look((-30, -45, 18), (0, 0, 5))
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shot("lod0_bow_quarter", lod0)
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shot("lod1_bow_quarter", lod1)
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shot("collision_bow_quarter", col)
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look((28, 40, 14), (0, 0, 5))
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shot("lod0_stern_quarter", lod0)
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look((-14, -6, 3.5), (0, -8, 4))
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shot("lod0_from_12m", lod0)
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look((0, 0, 70), (0, 0, 0))
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shot("lod0_top", lod0)
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log.update({"scale": SCALE, "lod0_tris": t0, "lod1_tris": t1, "collision_tris": tc,
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"dims": [round(v, 2) for v in lod0.dimensions],
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"sizes_MB": {f: round(os.path.getsize(os.path.join(OUT, f)) / 1e6, 1) for f in os.listdir(OUT)}})
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print("RESULT" + json.dumps(log), flush=True)
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@@ -0,0 +1,42 @@
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"""Rebuild a neutral 2K albedo from the raw MV Hebat Allah scan texture.
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The underwater scan has a dead red channel (mean 17/255) and a strong blue
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cast, so a white balance only produces magenta noise. This script keeps the
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luminance of the two live channels, stretches it, and tints it with a rust /
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algae palette driven by the green-to-blue ratio. The game's fog adds the water
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colour at runtime.
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python scripts/assets/hebat_allah_prepare_albedo.py <albedo_8k.png> <out_dir>
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Writes albedo_2k_balanced.png and albedo_1k_balanced.png into <out_dir>.
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Requires Pillow and numpy. Licence: see docs/ASSET_LICENSES.md.
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"""
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import sys
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from pathlib import Path
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import numpy as np
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from PIL import Image
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def balance(source: Path, out_dir: Path) -> None:
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image = Image.open(source).convert("RGB").resize((2048, 2048), Image.LANCZOS)
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rgb = np.asarray(image).astype(np.float32) / 255.0
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luminance = 0.55 * rgb[..., 1] + 0.45 * rgb[..., 2]
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low, high = np.percentile(luminance, 1), np.percentile(luminance, 99)
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luminance = np.clip((luminance - low) / (high - low), 0.0, 1.0)
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luminance = luminance ** 0.9 * 0.75 + 0.08
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algae_ratio = np.clip((rgb[..., 1] - rgb[..., 2] * 0.68) * 3.0, 0.0, 1.0)
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rust = np.array([0.62, 0.52, 0.44])
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algae = np.array([0.50, 0.58, 0.46])
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tint = rust[None, None, :] * (1.0 - algae_ratio[..., None]) + algae[None, None, :] * algae_ratio[..., None]
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out = np.clip(luminance[..., None] * tint / 0.55, 0.0, 1.0)
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result = Image.fromarray((out * 255).astype(np.uint8))
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out_dir.mkdir(parents=True, exist_ok=True)
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result.save(out_dir / "albedo_2k_balanced.png")
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result.resize((1024, 1024), Image.LANCZOS).save(out_dir / "albedo_1k_balanced.png")
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if __name__ == "__main__":
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if len(sys.argv) != 3:
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sys.exit(__doc__)
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balance(Path(sys.argv[1]), Path(sys.argv[2]))
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Reference in new issue
Block a user