"""Lane 32: Morph-Bench — benchmark methodology lane. Key visual: radar/spider chart with 3 overlaid polygons (baseline comparisons). """ import sys, os sys.path.insert(0, os.path.dirname(__file__)) from render_protocol import ( clean_scene, setup_world, render_2x, W2X, H2X, WIRE_COLOR, ) import bpy, math, random OUT_2X = "/Users/Zer0pa/ZPE/ZPE-Animation-Workspace/blender-proto/lane32_morph_2x.png" OUT_FINAL = "/Users/Zer0pa/ZPE/ZPE-Animation-Workspace/final-572x534/key-visuals/lane32_Morph-Bench.png" scene = clean_scene() random.seed(20098) AXES = 7 # 7 benchmark dimensions R_MAX = 1.2 def curve_from(name, pts, cyclic=False, depth=0.012): cd = bpy.data.curves.new(name, type='CURVE'); cd.dimensions = '3D' sp = cd.splines.new('POLY') if cyclic: sp.use_cyclic_u = True sp.points.add(len(pts) - 1) for i, p in enumerate(pts): sp.points[i].co = (*p, 1.0) cd.bevel_depth = depth obj = bpy.data.objects.new(name, cd); scene.collection.objects.link(obj) return obj # Radial axes (light) axes_list = [] for i in range(AXES): a = i * 2 * math.pi / AXES + math.pi / 2 x = R_MAX * math.cos(a); z = R_MAX * math.sin(a) ax = curve_from(f"Axis_{i}", [(0, 0, 0), (x, 0, z)], cyclic=False, depth=0.004) axes_list.append(ax) # Reference rings at 1/3, 2/3, full ring_radii = [R_MAX * r for r in (0.33, 0.66, 1.0)] rings = [] for j, r in enumerate(ring_radii): pts = [] for i in range(60): a = i * 2 * math.pi / 60 + math.pi / 2 pts.append((r * math.cos(a), 0, r * math.sin(a))) rings.append(curve_from(f"Ring_{j}", pts, cyclic=True, depth=0.004)) # 3 overlaid polygons (benchmark scores) — each a closed curve with random radii per axis scores_set = [ [random.uniform(0.30, 0.95) for _ in range(AXES)], [random.uniform(0.45, 0.85) for _ in range(AXES)], [random.uniform(0.55, 0.78) for _ in range(AXES)], ] polygons = [] for k, scores in enumerate(scores_set): pts = [] for i, s in enumerate(scores): a = i * 2 * math.pi / AXES + math.pi / 2 r = s * R_MAX pts.append((r * math.cos(a), 0, r * math.sin(a))) polygons.append(curve_from(f"Poly_{k}", pts, cyclic=True, depth=0.014)) # Materials mat_light = bpy.data.materials.new("Light"); mat_light.use_nodes = True nt = mat_light.node_tree for n in list(nt.nodes): nt.nodes.remove(n) out = nt.nodes.new("ShaderNodeOutputMaterial") emi = nt.nodes.new("ShaderNodeEmission") emi.inputs["Color"].default_value = (0.22, 0.22, 0.24, 1.0) emi.inputs["Strength"].default_value = 1.0 nt.links.new(emi.outputs[0], out.inputs[0]) mat_bright = bpy.data.materials.new("Bright"); mat_bright.use_nodes = True nt = mat_bright.node_tree for n in list(nt.nodes): nt.nodes.remove(n) out = nt.nodes.new("ShaderNodeOutputMaterial") emi = nt.nodes.new("ShaderNodeEmission") emi.inputs["Color"].default_value = WIRE_COLOR emi.inputs["Strength"].default_value = 3.0 nt.links.new(emi.outputs[0], out.inputs[0]) # Apply: axes + rings = light, polygons = bright for obj in axes_list + rings: obj.data.materials.append(mat_light) for obj in polygons: obj.data.materials.append(mat_bright) setup_world() target = bpy.data.objects.new("Target", None); target.location = (0, 0, 0) scene.collection.objects.link(target) cam_data = bpy.data.cameras.new("Cam"); cam_data.lens = 50 cam_data.clip_start = 0.001 cam = bpy.data.objects.new("Cam", cam_data); scene.collection.objects.link(cam) half_fov = math.atan((36/2) / 50) dist = R_MAX / math.tan(half_fov) * 1.18 cam.location = (0, -dist, 0) trk = cam.constraints.new('TRACK_TO') trk.target = target; trk.track_axis = 'TRACK_NEGATIVE_Z'; trk.up_axis = 'UP_Y' scene.camera = cam print(f"[lane32] rendering → {OUT_2X}") render_2x(OUT_2X) print(f"[lane32] done")