# ============================================================================== # COPYRIGHT NO ONE EVERYWHERE LLC (WYOMING HOLDING COMPANY) # PROJECT: SOVEREIGN STACK # This artifact is entirely proprietary and cryptographically proven. # Open-Source usage requires explicit permission from Brandon Scott Schneider. # ============================================================================== import bpy import math import os from pathlib import Path REPO_ROOT = Path(os.getenv("RESEARCH_STACK_ROOT") or Path(__file__).resolve().parents[1]) def setup_maximum_reality(): # Clear existing scene bpy.ops.wm.read_factory_settings(use_empty=True) # ------------------------------------------------------------------ # [ RENDER ENGINE: CYCLES (GPU Accelerated, Max Reality) ] # ------------------------------------------------------------------ scene = bpy.context.scene scene.render.engine = 'CYCLES' scene.cycles.device = 'GPU' scene.cycles.samples = 1024 scene.cycles.use_denoising = True scene.render.resolution_x = 3840 scene.render.resolution_y = 2160 scene.render.resolution_percentage = 100 # ------------------------------------------------------------------ # [ MATERIAL SHADERS (PBR) ] # ------------------------------------------------------------------ def create_pbr_material(name, color, metallic, roughness, transmission=0.0): mat = bpy.data.materials.new(name=name) mat.use_nodes = True bsdf = mat.node_tree.nodes.get('Principled BSDF') bsdf.inputs['Base Color'].default_value = color bsdf.inputs['Metallic'].default_value = metallic bsdf.inputs['Roughness'].default_value = roughness if transmission > 0.0: bsdf.inputs['Transmission Weight'].default_value = transmission bsdf.inputs['IOR'].default_value = 1.45 return mat mat_rust = create_pbr_material("Rusty_Iron", (0.2, 0.07, 0.03, 1), 0.8, 0.9) mat_copper = create_pbr_material("Dirty_Copper", (0.7, 0.3, 0.1, 1), 1.0, 0.6) mat_lego = create_pbr_material("Faded_ABS", (0.6, 0.1, 0.1, 1), 0.0, 0.4) mat_glass = create_pbr_material("Jar_Glass", (0.9, 0.95, 1.0, 1), 0.1, 0.05, transmission=1.0) mat_water = create_pbr_material("Dirty_Water", (0.6, 0.5, 0.4, 1), 0.0, 0.0, transmission=0.9) mat_solar = create_pbr_material("Solar_PV", (0.02, 0.05, 0.15, 1), 0.9, 0.1) mat_dust = create_pbr_material("Ash_Dust", (0.3, 0.25, 0.2, 1), 0.0, 1.0) # ------------------------------------------------------------------ # [ GEOMETRY GENERATION (Engineering TRUE Scale) ] # ------------------------------------------------------------------ # 1. Ground Plane (Dust Bowl) bpy.ops.mesh.primitive_plane_add(size=50, location=(0, 0, 0)) ground = bpy.context.active_object ground.data.materials.append(mat_dust) # 2. Subterranean Condensation Matrix (Copper) bpy.ops.mesh.primitive_cylinder_add(radius=0.1, depth=3.0, location=(0.5, 0, -1.0)) pipe = bpy.context.active_object pipe.rotation_euler[0] = math.radians(90) pipe.data.materials.append(mat_copper) # 3. ABS Lego Structural Frame (Heat-isolated) bpy.ops.mesh.primitive_cube_add(size=1.0, location=(0, 0, 0.5)) chassis = bpy.context.active_object chassis.scale = (0.8, 1.5, 0.2) chassis.data.materials.append(mat_lego) # 4. Stirling Gamma Core (True 5-Liter Volumetric Scale) bpy.ops.mesh.primitive_cylinder_add(radius=0.25, depth=0.8, location=(0, 0.5, 1.0)) hot_cyl = bpy.context.active_object hot_cyl.data.materials.append(mat_rust) bpy.ops.mesh.primitive_cylinder_add(radius=0.15, depth=0.6, location=(0, -0.5, 1.0)) cold_cyl = bpy.context.active_object cold_cyl.data.materials.append(mat_rust) # 5. Kinematics: Scavenged Bicycle Wheel Flywheel bpy.ops.mesh.primitive_torus_add(major_radius=0.4, minor_radius=0.02, location=(0.5, 0, 1.5)) wheel = bpy.context.active_object wheel.rotation_euler[1] = math.radians(90) wheel.data.materials.append(mat_rust) # 6. Electrolysis Array (Glass Jar) bpy.ops.mesh.primitive_cylinder_add(radius=0.15, depth=0.4, location=(-0.5, 0, 0.8)) jar = bpy.context.active_object jar.data.materials.append(mat_glass) # Water inside jar bpy.ops.mesh.primitive_cylinder_add(radius=0.14, depth=0.3, location=(-0.5, 0, 0.75)) water = bpy.context.active_object water.data.materials.append(mat_water) # 7. 2-Square Meter Scavenged PV Panel bpy.ops.mesh.primitive_cube_add(size=1.0, location=(-1.0, 0, 2.0)) pv = bpy.context.active_object pv.scale = (1.5, 2.0, 0.05) pv.rotation_euler[0] = math.radians(20) pv.rotation_euler[1] = math.radians(15) pv.data.materials.append(mat_solar) # ------------------------------------------------------------------ # [ CINEMATOGRAPHY & LIGHTING ] # ------------------------------------------------------------------ # Dust Bowl Sun bpy.ops.object.light_add(type='SUN', location=(5, 5, 10)) sun = bpy.context.active_object sun.data.energy = 5.0 sun.data.angle = math.radians(1.5) # Soft shadows from atmospheric dust sun.data.color = (1.0, 0.85, 0.7) # Oppressive orange heat # Camera setup (Macroscopic Depth of Field) bpy.ops.object.camera_add(location=(4, -5, 3)) cam = bpy.context.active_object cam.rotation_euler = (math.radians(65), 0, math.radians(45)) cam.data.lens = 85 # 85mm portrait for tight scale # Depth of field focusing on the Stirling Core cam.data.dof.use_dof = True cam.data.dof.focus_object = hot_cyl cam.data.dof.aperture_fstop = 2.8 bpy.context.scene.camera = cam # Save to disk blend_path = REPO_ROOT / "dust_bowl_engineering_scale.blend" bpy.ops.wm.save_as_mainfile(filepath=str(blend_path)) # Optional: We could also render it directly to a final image here! # render_path = REPO_ROOT / "dust_bowl_render.png" # bpy.context.scene.render.filepath = render_path # bpy.ops.render.render(write_still=True) print(f"[Graph OS] -> Blender Max-Reality Transpile Complete. Scene saved to {blend_path}") if __name__ == "__main__": setup_maximum_reality()