# 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 | 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; **~0.65–0.85 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.