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feat: greeble/detail pass on nebula station and debris models
Add tools/blender/gen_nebula.py (previously nebula_decoration.blend had no generator script, unlike ship/ball) to rebuild the station with inset/extrude panel-line greeble and three separate emissive window strips, and give debris its own rockier, damage-scarred materials instead of cloning the station's hull material.
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@@ -38,7 +38,7 @@ A subagent ran the game and critiqued arena_02 head-on against Rocket League 2 i
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- [x] **Real PBR lighting + materials, fresnel glass boundary**: SDFGI enabled and a `ReflectionProbe` added to all three arenas (`arena_01`/`02`/`03.tscn`); `arena_boundary.tscn`'s shared `StandardMaterial3D_field` converted from unshaded to shaded (roughness 0.05, rim-enabled fresnel highlight, alpha still near-invisible face-on). Verified via godot-mcp screenshots (60 FPS / 17ms frame time, no measurable cost) and zero-error headless runs of `free_play`/`match`/`spectate`/`training`.
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- [x] **Real PBR lighting + materials, fresnel glass boundary**: SDFGI enabled and a `ReflectionProbe` added to all three arenas (`arena_01`/`02`/`03.tscn`); `arena_boundary.tscn`'s shared `StandardMaterial3D_field` converted from unshaded to shaded (roughness 0.05, rim-enabled fresnel highlight, alpha still near-invisible face-on). Verified via godot-mcp screenshots (60 FPS / 17ms frame time, no measurable cost) and zero-error headless runs of `free_play`/`match`/`spectate`/`training`.
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Prompt: "In Cosmic Clash, enable SDFGI and add reflection probes to the arena scenes (start with `arena_02.tscn`) so surfaces get real bounce lighting/reflections instead of flat ambient. Convert `arena_boundary.tscn`'s `StandardMaterial3D_field` from unshaded to a proper shaded material with a fresnel-based rim highlight (bright at grazing angles, near-invisible face-on) so it reads as glass rather than a tinted overlay — check the performance impact of moving it off unshaded, given it's a large always-visible surface. Verify visually via godot-mcp screenshots, and confirm headless runs (`free_play`/`match`/`spectate`/`training`) still show zero errors."
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Prompt: "In Cosmic Clash, enable SDFGI and add reflection probes to the arena scenes (start with `arena_02.tscn`) so surfaces get real bounce lighting/reflections instead of flat ambient. Convert `arena_boundary.tscn`'s `StandardMaterial3D_field` from unshaded to a proper shaded material with a fresnel-based rim highlight (bright at grazing angles, near-invisible face-on) so it reads as glass rather than a tinted overlay — check the performance impact of moving it off unshaded, given it's a large always-visible surface. Verify visually via godot-mcp screenshots, and confirm headless runs (`free_play`/`match`/`spectate`/`training`) still show zero errors."
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- [ ] **Greeble/detail pass on the station + debris models** (Blender remodel — explicit models to redo). `nebula_station.glb`/`nebula_debris.glb` are unmistakably Blender primitive kitbashes up close: plain boxes/cylinders with bevel modifiers, no panel lines, damage decals, or surface detail, and debris chunks look undifferentiated from the station.
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- [x] **Greeble/detail pass on the station + debris models** (Blender remodel — explicit models to redo). Rebuilt via a new committed generator, `tools/blender/gen_nebula.py` (`nebula_decoration.blend` had no prior script, unlike ship/ball — this brings it in line): the station gets panel-line inset/extrude greeble across three passes and 3 separate emissive window strips (was 1), and debris gets its own `Mat_DebrisRock`/`Mat_DebrisScorch` materials plus per-vertex jitter and impact-crater gouges instead of cloning the station's `Hull_Metal_Dark`. The full normal-map/AO bake was skipped as too fragile to script reliably (per this item's own fallback allowance) — detail is geometry + material-only, no trim texture needed on top.
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Prompt: "Using the blender MCP, rebuild `nebula_station` (source in `Game/assets/blender_models/nebula_decoration.blend`) with actual surface detail: greebled panel-line insets via bmesh inset-and-extrude on selected faces (more scriptable and robust than chained boolean cuts — prefer this over booleans for the main detailing pass), and 2-3 emissive window/light strips distinct from the existing single accent strip. A full normal-map/AO bake pipeline (low-poly + high-poly pair, UV unwrap, bake settings) is the ideal AAA-style finish but is fragile to script end-to-end in one pass — attempt it, but if it proves too unreliable, fall back to the inset/extrude geometric detail alone plus a simple tiled trim-sheet-style texture rather than forcing a bake that doesn't work. Give `nebula_debris` chunks a rockier/damaged material distinct from the station's clean hull (darker, rougher, maybe scorch-mark variation) so they read as separate debris rather than clones of the station's material. Re-export both to `Game/assets/models/nebula_station.glb`/`nebula_debris.glb`, re-save the shared `.blend`, and re-verify placement/transforms in `arena_02.tscn` still look right (screenshot check)."
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Prompt: "Using the blender MCP, rebuild `nebula_station` (source in `Game/assets/blender_models/nebula_decoration.blend`) with actual surface detail: greebled panel-line insets via bmesh inset-and-extrude on selected faces (more scriptable and robust than chained boolean cuts — prefer this over booleans for the main detailing pass), and 2-3 emissive window/light strips distinct from the existing single accent strip. A full normal-map/AO bake pipeline (low-poly + high-poly pair, UV unwrap, bake settings) is the ideal AAA-style finish but is fragile to script end-to-end in one pass — attempt it, but if it proves too unreliable, fall back to the inset/extrude geometric detail alone plus a simple tiled trim-sheet-style texture rather than forcing a bake that doesn't work. Give `nebula_debris` chunks a rockier/damaged material distinct from the station's clean hull (darker, rougher, maybe scorch-mark variation) so they read as separate debris rather than clones of the station's material. Re-export both to `Game/assets/models/nebula_station.glb`/`nebula_debris.glb`, re-save the shared `.blend`, and re-verify placement/transforms in `arena_02.tscn` still look right (screenshot check)."
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- [ ] **Richer nebula sky + planet surface textures** (extends the existing procedural generation — no new asset types). `sky_nebula.png` is essentially one noise-filter pass over a bright core; `planet_surface.png` is a flat gradient with a single vortex swirl and no bands, craters, or day/night terminator.
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- [ ] **Richer nebula sky + planet surface textures** (extends the existing procedural generation — no new asset types). `sky_nebula.png` is essentially one noise-filter pass over a bright core; `planet_surface.png` is a flat gradient with a single vortex swirl and no bands, craters, or day/night terminator.
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@@ -0,0 +1,279 @@
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"""Procedurally generates the Cosmic Clash nebula-arena decoration models.
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Run inside Blender (e.g. via the blender-mcp `execute_blender_code` tool, or
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`blender --background --python gen_nebula.py`). Builds two named mesh
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objects — NebulaStation and NebulaDebris — greebled from bmesh primitives
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(bevel + inset/extrude, same technique as `gen_ship.py`'s hull), saves
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nebula_decoration.blend, then exports each as its own glb file
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(nebula_station.glb, nebula_debris.glb).
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Unlike ship/ball, these are decoration props instanced directly as glTF
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scenes in `arena_02.tscn` (see `Decoration` node) with no per-part node-name
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or forward-orientation requirement, so — also unlike ship/ball — there is no
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`extract_meshes.gd` step needed afterward and no axis-correction rotation to
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keep in sync. Each object is still exported as a single-object glb (rather
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than combining both into one file) so the arena scene's existing
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`ext_resource` references keep resolving to the same top-level structure
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they already expect.
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NebulaPlanet lives in the same source .blend but is a separate, unrelated
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asset (`Planet_Surface` material) — this script deliberately never touches
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it; `clear_scene()` only removes the two objects it rebuilds.
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Bake pipeline: a full low-poly/high-poly normal+AO bake was considered (per
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the TODO item this script implements) but skipped as too fragile to script
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reliably end-to-end without a human eyeballing the bake result — detail here
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comes entirely from real geometry (inset/extrude greeble) plus per-face
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material variation instead, which is the TODO's explicitly sanctioned
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fallback.
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"""
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import random
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import bmesh
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import bpy
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from mathutils import Vector
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BLEND_PATH = "Game/assets/blender_models/nebula_decoration.blend"
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GLB_PATHS = {
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"NebulaStation": "Game/assets/models/nebula_station.glb",
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"NebulaDebris": "Game/assets/models/nebula_debris.glb",
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}
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def new_mesh_object(name, bm):
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mesh = bpy.data.meshes.new(name)
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bm.to_mesh(mesh)
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bm.free()
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obj = bpy.data.objects.new(name, mesh)
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bpy.context.collection.objects.link(obj)
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return obj
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def clear_scene():
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# Scoped to just the two objects this script rebuilds — NebulaPlanet
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# (and its Planet_Surface material) must survive untouched.
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for name in ("NebulaStation", "NebulaDebris"):
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obj = bpy.data.objects.get(name)
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if obj:
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mesh = obj.data
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bpy.data.objects.remove(obj, do_unlink=True)
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if mesh and mesh.users == 0:
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bpy.data.meshes.remove(mesh)
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for block in list(bpy.data.materials):
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if block.users == 0:
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bpy.data.materials.remove(block)
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def build_station():
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random.seed(21)
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bm = bmesh.new()
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bmesh.ops.create_cube(bm, size=1.0)
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# Matches the original kitbash's proportions: a tall central hub, long
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# axis along local Y (half-extents 0.5, 2.0, 0.5).
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bmesh.ops.scale(bm, vec=(1.0, 4.0, 1.0), verts=bm.verts)
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bm.edges.ensure_lookup_table()
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long_edges = [e for e in bm.edges if (e.verts[0].co - e.verts[1].co).length > 2.0]
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bmesh.ops.bevel(bm, geom=long_edges, offset=0.12, segments=3, affect="EDGES")
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# Panel-line seams: subdivide the side/top/bottom faces (exclude the Y
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# end-caps), same face-selection logic as gen_ship.py's hull.
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bm.faces.ensure_lookup_table()
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panel_target_faces = [f for f in bm.faces if abs(f.normal.z) > 0.6 or abs(f.normal.x) > 0.6]
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edges_to_cut = list({e for f in panel_target_faces for e in f.edges})
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bmesh.ops.subdivide_edges(bm, edges=edges_to_cut, cuts=4, use_grid_fill=True)
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def greeble_pass(seed, fraction, thickness, depth_range):
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random.seed(seed)
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bm.faces.ensure_lookup_table()
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candidates = [
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f
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for f in bm.faces
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if (abs(f.normal.z) > 0.55 or abs(f.normal.x) > 0.55) and 0.015 < f.calc_area() < 0.6
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]
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random.shuffle(candidates)
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chosen = candidates[: max(1, int(len(candidates) * fraction))]
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for f in chosen:
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if not f.is_valid:
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continue
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res = bmesh.ops.inset_individual(bm, faces=[f], thickness=thickness)
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new_faces = res["faces"]
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if new_faces:
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nf = new_faces[0]
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depth = random.uniform(*depth_range)
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bmesh.ops.translate(bm, verts=nf.verts, vec=nf.normal * depth)
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greeble_pass(seed=21, fraction=0.35, thickness=0.045, depth_range=(-0.07, 0.05))
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greeble_pass(seed=55, fraction=0.22, thickness=0.032, depth_range=(-0.05, 0.035))
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greeble_pass(seed=88, fraction=0.15, thickness=0.02, depth_range=(-0.03, 0.02))
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bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
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obj = new_mesh_object("NebulaStation", bm)
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obj.location = (0.0, 0.0, 1.2871222496032715)
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return obj
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def build_debris():
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random.seed(303)
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bm = bmesh.new()
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bmesh.ops.create_cube(bm, size=1.0)
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bmesh.ops.subdivide_edges(bm, edges=list(bm.edges), cuts=2, use_grid_fill=True)
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# Irregular rock silhouette: per-vertex jitter breaks the clean box
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# shape, unlike the station's crisp architectural hull.
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bm.verts.ensure_lookup_table()
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for v in bm.verts:
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v.co += Vector(
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(
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random.uniform(-0.18, 0.18),
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random.uniform(-0.18, 0.18),
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random.uniform(-0.18, 0.18),
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)
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)
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bmesh.ops.scale(bm, vec=(0.9, 0.7, 0.55), verts=bm.verts)
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bm.edges.ensure_lookup_table()
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jagged_edges = [e for e in bm.edges if (e.verts[0].co - e.verts[1].co).length > 0.25]
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bmesh.ops.bevel(bm, geom=jagged_edges, offset=0.03, segments=1, affect="EDGES")
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# Damage gouges/impact craters: inset a subset of faces and push them in.
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bm.faces.ensure_lookup_table()
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candidates = [f for f in bm.faces if 0.01 < f.calc_area() < 0.3]
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random.shuffle(candidates)
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for f in candidates[: max(1, len(candidates) // 4)]:
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if not f.is_valid:
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continue
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res = bmesh.ops.inset_individual(bm, faces=[f], thickness=0.03)
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new_faces = res["faces"]
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if new_faces:
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nf = new_faces[0]
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depth = random.uniform(-0.09, -0.02)
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bmesh.ops.translate(bm, verts=nf.verts, vec=nf.normal * depth)
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bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
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obj = new_mesh_object("NebulaDebris", bm)
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obj.location = (-0.0355125367641449, -0.0051781535148620605, 0.027770817279815674)
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return obj
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def make_material(name, base_rgb, metallic, roughness, emission_rgb=None, emission_strength=0.0):
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existing = bpy.data.materials.get(name)
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if existing:
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bpy.data.materials.remove(existing)
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mat = bpy.data.materials.new(name)
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mat.use_nodes = True
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bsdf = mat.node_tree.nodes.get("Principled BSDF")
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bsdf.inputs["Base Color"].default_value = (*base_rgb, 1.0)
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bsdf.inputs["Metallic"].default_value = metallic
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bsdf.inputs["Roughness"].default_value = roughness
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if emission_rgb is not None:
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bsdf.inputs["Emission Color"].default_value = (*emission_rgb, 1.0)
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bsdf.inputs["Emission Strength"].default_value = emission_strength
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return mat
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def assign_station_materials():
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# Same four material names as the original kitbash (slot order
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# preserved) so anything keying off material name downstream (glow
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# tuning, etc.) keeps working unchanged.
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mat_metal = make_material("Hull_Metal", (0.55, 0.57, 0.60), 0.8, 0.45)
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mat_dark = make_material("Hull_Metal_Dark", (0.16, 0.17, 0.19), 0.6, 0.6)
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mat_light = make_material("Hull_Metal_Light", (0.72, 0.73, 0.75), 0.85, 0.35)
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mat_accent = make_material(
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"Hull_Accent", (0.02, 0.02, 0.02), 0.1, 0.3, (0.3, 0.75, 0.95), 3.0
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)
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obj = bpy.data.objects["NebulaStation"]
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obj.data.materials.clear()
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for m in (mat_metal, mat_dark, mat_light, mat_accent):
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obj.data.materials.append(m)
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# Three separate emissive window/light strips at different points along
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# the hub's length, replacing the single strip of the original kitbash.
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strip_bands = (-1.4, 0.0, 1.4)
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strip_half_width = 0.15
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random.seed(103)
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for p in obj.data.polygons:
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cx, cy, cz = p.center
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nx, ny, nz = p.normal
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is_side_facing = abs(nx) > 0.5 or abs(nz) > 0.5
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is_strip = is_side_facing and any(abs(cy - band) < strip_half_width for band in strip_bands)
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if is_strip:
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p.material_index = 3
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continue
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r = random.random()
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if r < 0.06:
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p.material_index = 0
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elif r < 0.35:
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p.material_index = 1
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else:
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p.material_index = 2
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def assign_debris_materials():
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# Deliberately distinct from the station's clean Hull_Metal_Dark —
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# darker, rougher rock body plus blotchy scorch-mark patches, so debris
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# reads as separate wreckage rather than a station material clone.
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mat_rock = make_material("Mat_DebrisRock", (0.13, 0.11, 0.10), 0.05, 0.85)
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mat_scorch = make_material("Mat_DebrisScorch", (0.03, 0.03, 0.03), 0.0, 0.95)
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obj = bpy.data.objects["NebulaDebris"]
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obj.data.materials.clear()
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obj.data.materials.append(mat_rock)
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obj.data.materials.append(mat_scorch)
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random.seed(404)
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scorch_centers = [
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Vector(
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(
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random.uniform(-0.45, 0.45),
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random.uniform(-0.35, 0.35),
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random.uniform(-0.28, 0.28),
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)
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)
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for _ in range(4)
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]
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scorch_radius = 0.22
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for p in obj.data.polygons:
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c = Vector(p.center)
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near_scorch = any((c - sc).length < scorch_radius for sc in scorch_centers)
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p.material_index = 1 if near_scorch else 0
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def build_nebula():
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clear_scene()
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build_station()
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assign_station_materials()
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build_debris()
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assign_debris_materials()
|
||||||
|
|
||||||
|
|
||||||
|
def export(repo_root):
|
||||||
|
import os
|
||||||
|
|
||||||
|
blend_path = os.path.join(repo_root, BLEND_PATH)
|
||||||
|
bpy.ops.wm.save_as_mainfile(filepath=blend_path)
|
||||||
|
|
||||||
|
for obj_name, rel_path in GLB_PATHS.items():
|
||||||
|
bpy.ops.object.select_all(action="DESELECT")
|
||||||
|
obj = bpy.data.objects[obj_name]
|
||||||
|
obj.select_set(True)
|
||||||
|
bpy.context.view_layer.objects.active = obj
|
||||||
|
bpy.ops.export_scene.gltf(
|
||||||
|
filepath=os.path.join(repo_root, rel_path),
|
||||||
|
export_format="GLB",
|
||||||
|
use_selection=True,
|
||||||
|
export_apply=True,
|
||||||
|
export_materials="EXPORT",
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
import os
|
||||||
|
|
||||||
|
# Assumes this script lives at <repo_root>/tools/blender/gen_nebula.py.
|
||||||
|
repo_root = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
|
||||||
|
build_nebula()
|
||||||
|
export(repo_root)
|
||||||
Reference in New Issue
Block a user