# reikhelm tools — AI-render → pixel-art pipeline

Post-processing tools that turn a depth map into atmospheric, palette-locked pixel
art via a local diffusion render. Two stages, glued by PNG files.

```
depth map  ──►  Stage 1: ComfyUI/Z-Image render  ──►  Stage 2: dither  ──►  pixel art
(synthetic now;   (comfy-spike/comfy.py)              (pixelart/pixelate.py)
 real reikhelm
 geometry next)
```

## Setup
The pixelart tools share a venv (Pillow + numpy + opencv-headless):
```
python3 -m venv tools/pixelart/.venv
tools/pixelart/.venv/bin/pip install pillow numpy opencv-python-headless
```
`comfy-spike/comfy.py` is pure stdlib (no venv). LAN calls to ComfyUI need the Bash sandbox disabled.

## Stage 1 — depth → diffusion render  (`comfy-spike/comfy.py`)
Talks to ComfyUI over HTTP (workstation `http://192.168.1.26:8188`).
```
python3 comfy-spike/comfy.py depth   --kind corridor --width 1536 --height 864 --out d.png   # synthetic test depth
python3 comfy-spike/comfy.py zrender http://192.168.1.26:8188 --depth d.png --prompt "..." --prefix scene
# also: probe <url> | nodeinfo <url> <Node...> for introspection
```
Proven Z-Image depth recipe: `ModelPatchLoader` + `ZImageFunControlnet`, CLIP type `qwen_image`,
`EmptySD3LatentImage`, `res_multistep`/`simple`, 8–12 steps, cfg 1.0, `ModelSamplingAuraFlow` shift 3.0.
Depth strength ~0.6 for freeform; **~0.65–0.85 to honor real geometry**.

## Stage 2 — render → pixel art  (`pixelart/pixelate.py`)
LOCKED "Primordyn" recipe = the defaults:
```
tools/pixelart/.venv/bin/python pixelart/pixelate.py render.png --palette pixelart/primordyn_v2.json
# → 640×360 · Floyd–Steinberg · OKLab match · linear-light · serpentine · fill
# --size 320x180 = chunky cut;  --dither atkinson|jjn|bayer4|none to experiment
```
Outputs a true indexed PNG (+ optional `--preview-scale` nearest-neighbor preview). Palette loader
auto-detects .json / .gpl / JASC .pal / hex / Paint.NET / .png / `adaptive:N`.

## Helpers & references
- `pixelart/montage.py` — tile labeled images into a contact sheet.
- `pixelart/samples/` — curated reference: before/after pair + the kernel/size & palette-stretch contact sheets.

## Next
Wire **real reikhelm geometry** → depth-map export (top-down from the renderer's distance field, then a
height layer) into Stage 1, so we render actual generated dungeons. Later: port the locked Stage-2 dither
into a Rust crate so the engine owns the whole chain. See project memory.
