# 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. Three stages, glued by PNG files. ``` real geometry ──► depth map ──► Stage 1: ComfyUI/Z-Image ──► Stage 2: dither ──► pixel art (reikhelm-web/ (top-down (comfy-spike/comfy.py) (pixelart/pixelate.py) depth.js export) heightfield) ``` **Now rendering real generated dungeons** (top-down). The depth exporter lives renderer-side in `reikhelm-web/depth.js` (derives a height field from the same envelope render.js paints — walls raised, floors mid, pools recessed, pillars as bumps, plus subtle per-theme relief; near=white/far=black). It honors the "map holds no rendering info" contract: height, like color, is derived from tiles+regions+theme, never stored in the core. ## 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` and `serve.py` are pure stdlib (no venv). LAN calls to ComfyUI need the Bash sandbox disabled. ## Stage 0 — export a depth map from a real dungeon (`serve.py` + `reikhelm-web/{depth,fpv}.js`) Serve the playground and let it POST depth PNGs back to disk: ``` python3 tools/serve.py # http://127.0.0.1:8000, saves → tools/comfy-spike/ ``` Two depth modes, both derived from the same envelope (renderer-side, core stays clean): **Top-down** (`depth.js`) — a height field, walls raised / pools recessed. Hit the playground's **⬇ depth** button, or headless: ```js // in the page (e.g. via Playwright browser_evaluate): window.reikhelm.setSeed(7); await window.reikhelm.exportDepthToServer('depth_seed7.png'); // → tools/comfy-spike/depth_seed7.png // window.reikhelm.exportDepth({stage,scale,bevel,ao,normalize}) → {url,width,height} for in-context capture ``` ≈1024px on the long edge (16px/cell at the default 64×40 map), aspect-matched to the render. **First-person** (`fpv.js`) — an Eye-of-the-Beholder / Daggerfall view via a Wolfenstein DDA raycaster over the grid (wall slice + floor/ceiling ramp, near=white). Camera at a room's most-open cell, one of 4 cardinal facings: ```js window.reikhelm.setSeed(7); const at = window.reikhelm.vantage(); // most-open cell of the largest room for (const dir of ['N','E','S','W']) await window.reikhelm.exportFPVToServer(`fpv_s7_${dir}.png`, { dir }); // exportFPV({at:[x,y],dir,width,height,fov,maxView,gamma}) → {url,width,height,at,dir} ``` 1280×720 (16:9 — integer-scales to 1080p/1440p). Doorways are non-blocking, so they read as dark recesses leading deeper. ## Stage 1 — depth → diffusion render (`comfy-spike/comfy.py`) Talks to ComfyUI over HTTP (workstation `http://192.168.1.26:8188`). ``` # real dungeon (Stage 0 export), top-down prompt, geometry-honoring strength: python3 comfy-spike/comfy.py zrender http://192.168.1.26:8188 --depth comfy-spike/depth_seed7.png \ --width 1024 --height 640 --strength 0.85 --prefix rk_s7 \ --prompt "overhead top-down view of an ancient stone dungeon, rock-cut chambers linked by corridors, flagstone floors, molten lava pool, torchlight, dark fantasy, highly detailed, cinematic" # synthetic test depth (no real geometry): comfy.py depth --kind room --width 1024 --height 640 --out d.png # also: probe | nodeinfo 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; **0.80–0.85 is the sweet spot for real geometry** (confirmed on seeds 7/33: <0.6 drifts off the layout, ≥1.0 goes rigid and flattens the pools). Set `--width/--height` to the depth PNG's dimensions and use a **top-down/overhead** prompt to match the 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`. ## Stage 3 — bake & explore a first-person dungeon (`bake_atlas.py` + `reikhelm-web/explore.html`) Pre-render every room's 4 cardinal views into an atlas, then walk it Eye-of-the-Beholder style. ``` # 1) export the depth maps + room-graph manifest for a seed (browser, via Playwright): # window.reikhelm.bakeAtlasDepths(7) → tools/out/atlas/7/_work/r__depth.png + manifest.json # 2) render every view through comfy → pixelate (FIXED diffusion seed = style lock across frames): python3 tools/bake_atlas.py --seed 7 # → tools/out/atlas/7/r_.png (640x360 pixel art) # 3) walk it: http://127.0.0.1:8000/explore.html?seed=7 ``` The explorer (`explore.html` + `explore-viewer.js`) loads the manifest + frames: you occupy a room and a cardinal facing; **W/S** step forward/back to the room in that direction, **A/D** turn. `explore.js` builds the room graph (corridors contracted; each neighbour binned to a cardinal) and per-room vantage points. Prompt is tank's "empty abandoned ruin" recipe — **no** *first person / POV / dungeon-crawler* trigger words (they summon player hands; at cfg 1.0 the negative prompt is inert, so the positive must stay clean). See `.dev/2026-06-01-fpv-prompts.md`. The baker then varies the body **per room theme** (forge→lava, throne→throne+banners, library→shelves, crypt→niches…) and adds a **wall-vs-passage clause per facing** (from `open[dir]` in the manifest) so rooms read distinctly and solid walls don't grow phantom doors. Strength **0.85** honors the footprint. `--rooms 6,7,9` re-bakes a subset. ## 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. - `out/gallery/` — local keepers (top-down + first-person hero shots). Everything under `out/` is git-ignored. ## Next - **Top-down real-geometry export — done** (`reikhelm-web/depth.js`, Stage 0). Per-tile heights + subtle per-theme relief; the BFS distance field is reused only for crevice AO (it's an openness map, not a depth map — feeding it raw would dome the floors). - **First-person depth — working** (`reikhelm-web/fpv.js`). A grid raycaster, NOT the heavy 3D path once assumed. 16:9 dungeon-crawler views from a room centre; strength **0.55–0.70** gives the richest results. - **Playable EoB explorer — shipped** (Stage 3). Per-room ×4-facing atlas bake + a WASD viewer. Movement is room-to-room along the contracted corridor graph. - **Next for the explorer:** per-*cell* baking (smooth step-by-step movement, not just room-to-room); entity sprites (monsters/treasure) composited on frames; door cells rendered as doors vs open archways; a "bake this seed" button in the playground. Walk-forward render sequence lives in `out/walk/`. - **Richer relief (top-down Stage B+):** push per-theme height harder (throne dais, deeper cisterns) if top-down renders feel uniform. - **Rust port:** move depth export (both modes) + the locked Stage-2 dither into a crate so the engine owns the whole chain. See project memory.