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""" ================================================================================ DEATH STAR ULTIMATE CINEMATIC RENDER - COMPLETE EDITION ================================================================================ Hollywood-grade VFX rendering combining SciPy, OpenCV, NumPy, and PIL ADVANCED FEATURES: - Procedural fractal noise (multi-octave fBM) - Heat distortion using scipy coordinate mapping - Multi-stage bloom with OpenCV - 18,000+ noise-mapped surface greebles - Volumetric god rays with scipy gaussian - Chromatic aberration (RGB channel shift) - Film grain with OpenCV randn - Anamorphic lens flares - 4K resolution (3840Γ—2160) Author: Claude (Anthropic) Date: 2026-01-22 ================================================================================ """ import numpy as np import cv2 import math import random from PIL import Image, ImageDraw, ImageFont, ImageFilter, ImageChops from scipy import ndimage from scipy.ndimage import map_coordinates # ========================================================= # GLOBAL CONFIGURATION # ========================================================= W, H = 3840, 2160 # 4K Resolution LETTERBOX_H = 220 # Cinematic letterbox height # Color Palette LASER_GREEN = (0, 255, 120) LASER_CYAN = (80, 255, 255) LASER_WHITE = (245, 255, 255) SPACE_DARK = (0, 1, 6) # Reproducibility random.seed(42) np.random.seed(42) print("🎬 DEATH STAR ULTIMATE RENDER - COMPLETE EDITION") print("=" * 70) # ========================================================= # ADVANCED PROCEDURAL NOISE (DUAL IMPLEMENTATION) # ========================================================= def generate_fractal_noise_opencv(shape, octaves=6): """ Fractal Brownian Motion (fBM) noise using OpenCV resize. Fast and efficient for large textures. Args: shape: (height, width) of output octaves: Number of noise layers Returns: Normalized 2D array (0.0 to 1.0) """ noise = np.zeros(shape) for i in range(octaves): step = 2 ** i # Generate low-resolution random grid low_res = np.random.rand(shape[0]//step + 1, shape[1]//step + 1) # Resize to full resolution with smooth interpolation resampled = cv2.resize(low_res, (shape[1], shape[0]), interpolation=cv2.INTER_CUBIC) # Add to accumulator with decreasing amplitude noise += resampled * (0.5 ** i) # Normalize to 0-1 range return noise / np.max(noise) if np.max(noise) > 0 else noise def generate_simplex_noise_scipy(shape, scale=100): """ Simplex-like noise using scipy zoom. Better for smaller-scale features. Args: shape: (height, width) of output scale: Frequency control Returns: 2D noise array """ noise = np.random.randn(shape[0]//scale, shape[1]//scale) zoom_factor = (shape[0]/noise.shape[0], shape[1]/noise.shape[1]) noise = ndimage.zoom(noise, zoom_factor, order=3) return noise[:shape[0], :shape[1]] # ========================================================= # OPENCV ADVANCED POST-PROCESSING # ========================================================= def apply_heat_distortion(image_np, focal_pt, strength=12): """ Heat distortion / displacement mapping using scipy coordinate remapping. Creates the "shimmer" effect near intense heat sources. Args: image_np: Numpy array (RGB or RGBA) focal_pt: (x, y) center of distortion strength: Distortion intensity Returns: Distorted numpy array """ rows, cols = image_np.shape[:2] yy, xx = np.mgrid[0:rows, 0:cols] # Distance field from focal point dist = np.sqrt((xx - focal_pt[0])**2 + (yy - focal_pt[1])**2) # Exponential falloff mask mask = np.exp(-dist / 200) # Sinusoidal displacement for shimmer effect shift_x = xx + mask * strength * np.sin(yy / 15.0) shift_y = yy + mask * strength * np.cos(xx / 15.0) # Remap coordinates coords = np.array([shift_y, shift_x]) distorted = np.zeros_like(image_np) # Apply to all channels num_channels = image_np.shape[2] if len(image_np.shape) > 2 else 1 for i in range(num_channels): distorted[:,:,i] = map_coordinates(image_np[:,:,i], coords, order=1, mode='reflect') return distorted def apply_multi_stage_bloom(cv_img, threshold=200): """ Multi-stage bloom using OpenCV Gaussian blur. Creates realistic glow around bright areas. Args: cv_img: OpenCV image (RGB) threshold: Brightness threshold for bloom Returns: Image with bloom applied """ # Extract bright areas gray = cv2.cvtColor(cv_img, cv2.COLOR_RGB2GRAY) _, bloom_mask = cv2.threshold(gray, threshold, 255, cv2.THRESH_BINARY) bloom_src = cv2.cvtColor(bloom_mask, cv2.COLOR_GRAY2RGB) # Apply to original colors bloom_colored = cv2.bitwise_and(cv_img, cv_img, mask=bloom_mask) # Multi-stage blur with different kernel sizes result = cv_img.copy() for kernel_size, intensity in [(31, 0.6), (61, 0.4), (101, 0.3)]: blurred = cv2.GaussianBlur(bloom_colored, (kernel_size, kernel_size), 0) result = cv2.addWeighted(result, 1.0, blurred, intensity, 0) return result def apply_opencv_film_grain(cv_img, sigma=8): """ Realistic film grain using OpenCV random normal distribution. Args: cv_img: OpenCV image (RGB) sigma: Grain intensity Returns: Image with grain """ noise = np.zeros(cv_img.shape, dtype=np.int16) cv2.randn(noise, 0, sigma) # Add noise result = cv2.add(cv_img.astype(np.int16), noise) return np.clip(result, 0, 255).astype(np.uint8) def apply_chromatic_aberration_opencv(cv_img, shift=14): """ Chromatic aberration using channel shifting. Args: cv_img: OpenCV BGR image shift: Pixel shift amount Returns: Image with chromatic aberration """ b, g, r = cv2.split(cv_img) # Shift red channel right M = np.float32([[1, 0, shift], [0, 1, 0]]) r = cv2.warpAffine(r, M, (cv_img.shape[1], cv_img.shape[0]), borderMode=cv2.BORDER_WRAP) # Shift blue channel left M = np.float32([[1, 0, -shift], [0, 1, 0]]) b = cv2.warpAffine(b, M, (cv_img.shape[1], cv_img.shape[0]), borderMode=cv2.BORDER_WRAP) return cv2.merge([b, g, r]) # ========================================================= # UTILITY FUNCTIONS # ========================================================= def safe_rect(draw, x1, y1, x2, y2, **kwargs): """Safe rectangle drawing.""" x1, x2 = min(x1, x2), max(x1, x2) y1, y2 = min(y1, y2), max(y1, y2) draw.rectangle([x1, y1, x2, y2], **kwargs) # ========================================================= # VOLUMETRIC LIGHTING # ========================================================= def add_volumetric_god_rays(img, source_x, source_y, num_rays=250): """ Volumetric god rays with scipy gaussian filtering. Args: img: PIL RGBA Image source_x, source_y: Light source position num_rays: Number of rays to render """ print(" ⚑ Volumetric god rays...") rays = Image.new("RGBA", (W, H), (0, 0, 0, 0)) rdraw = ImageDraw.Draw(rays) for _ in range(num_rays): angle = random.gauss(0, math.pi/4) length = random.gauss(2200, 600) end_x = source_x + math.cos(angle) * length end_y = source_y + math.sin(angle) * length alpha = max(1, int(random.gauss(12, 5))) width = max(1, int(random.gauss(3, 1))) rdraw.line([(source_x, source_y), (end_x, end_y)], fill=LASER_GREEN + (alpha,), width=width) # Scipy gaussian blur for volumetric effect rays_arr = np.array(rays) for i in range(4): rays_arr[:,:,i] = ndimage.gaussian_filter(rays_arr[:,:,i], sigma=45) img.alpha_composite(Image.fromarray(rays_arr, 'RGBA')) # ========================================================= # PROCEDURAL SPACE ENVIRONMENT # ========================================================= def generate_procedural_nebula(): """Generate nebula using OpenCV fractal noise.""" print(" 🌌 Procedural nebula (OpenCV fBM)...") # Generate multi-channel noise noise_r = generate_fractal_noise_opencv((H, W), octaves=7) noise_g = generate_fractal_noise_opencv((H, W), octaves=6) noise_b = generate_fractal_noise_opencv((H, W), octaves=5) # Color grading r = (noise_r * 70 * 0.35).astype(np.uint8) g = (noise_g * 50 * 0.25).astype(np.uint8) b = (noise_b * 120 * 0.75).astype(np.uint8) # Alpha channel alpha = ((r.astype(int) + g.astype(int) + b.astype(int)) / 3 * 0.4).astype(np.uint8) nebula_arr = np.dstack([r, g, b, alpha]) nebula = Image.fromarray(nebula_arr, 'RGBA') # Heavy blur for volume return nebula.filter(ImageFilter.GaussianBlur(140)) def generate_cinematic_stars(): """Multi-layer star field with depth.""" print(" ✨ Cinematic star field...") stars = Image.new("RGBA", (W, H), (0, 0, 0, 0)) sdraw = ImageDraw.Draw(stars) # Three depth layers for count, size_range, brightness_range in [ (4000, (1, 1), (100, 255)), # Far (2000, (1, 2), (120, 255)), # Mid (800, (2, 5), (150, 255)) # Near ]: for _ in range(count): x, y = random.randint(0, W), random.randint(0, H) size = random.randint(*size_range) brightness = random.randint(*brightness_range) opacity = random.randint(100, 250) if size <= 1: sdraw.point((x, y), fill=(brightness, brightness, brightness, opacity)) else: sdraw.ellipse([x-size, y-size, x+size, y+size], fill=(brightness, brightness, 255, opacity)) return stars # ========================================================= # DEATH STAR WITH NOISE-MAPPED GREEBLES # ========================================================= def draw_death_star_advanced(img, cx, cy, radius): """ Death Star with noise-mapped surface details. Uses fractal noise to intelligently place surface features. Returns: (dish_cx, dish_cy): Superlaser dish coordinates """ print(" πŸ’€ Death Star (noise-mapped greebles)...") # Generate noise map for surface features noise_map = generate_fractal_noise_opencv((2400, 2400), octaves=8) surface = Image.new("RGBA", (W, H), (0, 0, 0, 0)) sdraw = ImageDraw.Draw(surface) # === BASE SPHERE === for r in range(radius, 0, -3): brightness = int(24 + (radius - r) / radius * 36) sdraw.ellipse([cx-r, cy-r, cx+r, cy+r], fill=(brightness, brightness+3, brightness+16, 255)) # === LATITUDE/LONGITUDE GRID === for lat in range(-85, 90, 12): r_lat = radius * math.cos(math.radians(lat)) y_off = radius * math.sin(math.radians(lat)) alpha = int(180 * (1 - abs(lat)/90)) if r_lat > 1: sdraw.ellipse([cx-r_lat, cy+y_off-r_lat*0.12, cx+r_lat, cy+y_off+r_lat*0.12], outline=(8, 11, 18, alpha), width=2) # === NOISE-MAPPED GREEBLES === for _ in range(20000): angle = random.uniform(0, 2*math.pi) r_pos = math.sqrt(random.random()) * (radius - 6) px = int(cx + r_pos * math.cos(angle)) py = int(cy + r_pos * math.sin(angle)) # Sample noise map nx = px % 2400 ny = py % 2400 noise_val = noise_map[ny, nx] # Lighting calculation norm_x = (px - cx) / radius norm_y = (py - cy) / radius light = max(0.1, norm_x * 0.7 + norm_y * 0.3 + 0.4) # Use noise to determine feature type if noise_val > 0.92: # Bright city lights glow_size = random.randint(2, 6) brightness = int(light * 255) sdraw.ellipse([px-glow_size, py-glow_size, px+glow_size, py+glow_size], fill=(brightness, 255, 255, 255)) elif noise_val < 0.20: # Dark structural valleys valley_size = random.randint(3, 8) dark = int(12 + light * 8) safe_rect(sdraw, px, py, px+valley_size, py+valley_size, fill=(dark, dark+2, dark+10, 200)) elif 0.60 < noise_val < 0.85: # Panel segments and lines length = random.randint(5, 28) orientation = random.choice([0, 90, 45]) panel_brightness = int(18 + light * 16) if orientation == 0: sdraw.line([(px, py), (px+length, py)], fill=(panel_brightness, panel_brightness+2, panel_brightness+12, 180), width=1) elif orientation == 90: sdraw.line([(px, py), (px, py+length)], fill=(panel_brightness, panel_brightness+2, panel_brightness+12, 180), width=1) else: sdraw.line([(px, py), (px+length//2, py+length//2)], fill=(panel_brightness, panel_brightness+2, panel_brightness+12, 160), width=1) elif noise_val > 0.75: # Large structural panels panel_w = random.randint(5, 18) panel_h = random.randint(5, 18) panel_color = int(16 + light * 22) safe_rect(sdraw, px, py, px+panel_w, py+panel_h, fill=(panel_color, panel_color+2, panel_color+14, 255), outline=(panel_color+8, panel_color+10, panel_color+18, 200)) img.alpha_composite(surface) # === EQUATORIAL TRENCH === trench = Image.new("RGBA", (W, H), (0, 0, 0, 0)) tdraw = ImageDraw.Draw(trench) for offset in range(25): alpha = int(220 * (1 - offset/25)) safe_rect(tdraw, cx-radius, cy-16+offset, cx+radius, cy+16-offset, fill=(1, 2, 6, alpha)) img.alpha_composite(trench) # === SUPERLASER DISH === dish_cx = int(cx + 360) dish_cy = int(cy - 340) dish_radius = 180 dish = Image.new("RGBA", (W, H), (0, 0, 0, 0)) ddraw = ImageDraw.Draw(dish) # Concentric rings for i in range(32): step_r = dish_radius * (1 - i * 0.032) depth = i / 32 gray = int(6 + depth * 20) ddraw.ellipse([dish_cx-step_r, dish_cy-step_r, dish_cx+step_r, dish_cy+step_r], fill=(gray, gray+1, gray+12, 255), outline=(gray+16, gray+20, gray+32, 255)) # Radial beams for angle in range(0, 360, 7): ax = dish_cx + dish_radius * 0.98 * math.cos(math.radians(angle)) ay = dish_cy + dish_radius * 0.98 * math.sin(math.radians(angle)) ddraw.line([(dish_cx, dish_cy), (ax, ay)], fill=(4, 6, 10, 255), width=2) # Central emitter for i in range(16): er = 28 - i * 1.5 brightness = 40 + i * 32 ddraw.ellipse([dish_cx-er, dish_cy-er, dish_cx+er, dish_cy+er], fill=(brightness, brightness+35, brightness+70, 255)) img.alpha_composite(dish) # === ADVANCED LIGHTING === lighting = Image.new("RGBA", (W, H), (0, 0, 0, 0)) ldraw = ImageDraw.Draw(lighting) # Shadow for r in range(radius, 0, -6): alpha = int(260 * (1 - r/radius)) offset_x = int((radius - r) * 1.1) offset_y = int((radius - r) * 0.85) ldraw.ellipse([cx-radius-180+offset_x, cy-radius+140+offset_y, cx-radius-180+(radius-r)*2.6, cy-radius+140+(radius-r)*2.6], fill=(0, 0, 4, alpha)) # Rim lighting for i in range(55): alpha = int(190 * (1 - i/55)) thickness = 3 if i < 18 else 1 ldraw.ellipse([cx-radius+i*3.5, cy-radius+i*3.5, cx+radius-i*3.5, cy+radius-i*3.5], outline=(220, 245, 255, alpha), width=thickness) img.alpha_composite(lighting) return dish_cx, dish_cy # ========================================================= # ULTIMATE LASER BEAM SYSTEM # ========================================================= def render_ultimate_laser_system(img, dish_cx, dish_cy): """ Complete laser beam rendering with all effects. Returns: focal_point: (x, y) for heat distortion effect """ print(" ⚑ Ultimate laser beam system...") focal = (dish_cx + 750, dish_cy + 220) target = (W + 600, dish_cy + 400) # Volumetric god rays add_volumetric_god_rays(img, focal[0], focal[1]) # === CONVERGENCE BEAMS === laser = Image.new("RGBA", (W, H), (0, 0, 0, 0)) ldraw = ImageDraw.Draw(laser) for i in range(28): angle = math.radians(i * 12.86 + random.gauss(0, 6)) sx = dish_cx + 170 * math.cos(angle) sy = dish_cy + 170 * math.sin(angle) for width, color, alpha in [ (14, LASER_GREEN, 100), (8, LASER_CYAN, 160), (3, LASER_WHITE, 255) ]: ldraw.line([(sx, sy), focal], fill=color + (alpha,), width=width) # === MAIN BEAM === for width, color, alpha in [ (75, LASER_GREEN, 140), (52, LASER_CYAN, 190), (32, LASER_WHITE, 255), (14, (255, 255, 255), 255) ]: ldraw.line([focal, target], fill=color + (alpha,), width=width) # Multi-pass bloom img.alpha_composite(laser.filter(ImageFilter.GaussianBlur(60))) img.alpha_composite(laser.filter(ImageFilter.GaussianBlur(28))) img.alpha_composite(laser) # === FOCAL EXPLOSION === explosion = Image.new("RGBA", (W, H), (0, 0, 0, 0)) edraw = ImageDraw.Draw(explosion) for i in range(100): r = 400 - i * 3.8 alpha = int(220 * (1 - i/100)) brightness = 255 - i * 2 edraw.ellipse([focal[0]-r, focal[1]-r, focal[0]+r, focal[1]+r], fill=(brightness, 255, 255, alpha)) img.alpha_composite(explosion.filter(ImageFilter.GaussianBlur(45))) # === ANAMORPHIC FLARES === flare = Image.new("RGBA", (W, H), (0, 0, 0, 0)) fdraw = ImageDraw.Draw(flare) safe_rect(fdraw, 0, focal[1]-70, W, focal[1]+70, fill=LASER_GREEN + (15,)) safe_rect(fdraw, 0, focal[1]-30, W, focal[1]+30, fill=LASER_CYAN + (40,)) fdraw.line([(0, focal[1]), (W, focal[1])], fill=LASER_WHITE + (230,), width=6) safe_rect(fdraw, focal[0]-14, 0, focal[0]+14, H, fill=LASER_GREEN + (8,)) img.alpha_composite(flare.filter(ImageFilter.GaussianBlur(35))) # === IMPACT ZONE === impact = Image.new("RGBA", (W, H), (0, 0, 0, 0)) idraw = ImageDraw.Draw(impact) for i in range(120): r = 600 - i * 4.8 alpha = int(240 * (1 - i/120)) idraw.ellipse([target[0]-r, target[1]-r, target[0]+r, target[1]+r], fill=(255, 235, 150, alpha)) img.alpha_composite(impact.filter(ImageFilter.GaussianBlur(65))) return focal # ========================================================= # MAIN RENDER PIPELINE # ========================================================= def render_complete_masterpiece(): """Complete rendering pipeline with all advanced features.""" print("\n🎬 INITIATING COMPLETE RENDER PIPELINE") print("=" * 70) # === PHASE 1: PIL RENDERING === img = Image.new("RGBA", (W, H), SPACE_DARK) # Background img.alpha_composite(generate_procedural_nebula()) img.alpha_composite(generate_cinematic_stars()) # Death Star ds_cx, ds_cy = int(W * 0.30), int(H * 0.47) ds_radius = 760 dish_cx, dish_cy = draw_death_star_advanced(img, ds_cx, ds_cy, ds_radius) # Laser system focal_point = render_ultimate_laser_system(img, dish_cx, dish_cy) print(" πŸ”„ Converting to OpenCV for advanced processing...") # === PHASE 2: OPENCV POST-PROCESSING === # Convert PIL to OpenCV (RGB) cv_img = cv2.cvtColor(np.array(img.convert('RGB')), cv2.COLOR_RGB2BGR) # Heat distortion print(" 🌑️ Applying heat distortion...") cv_img = apply_heat_distortion(cv_img, focal_point, strength=15) # Multi-stage bloom print(" ✨ Multi-stage bloom...") cv_img = apply_multi_stage_bloom(cv_img, threshold=200) # Chromatic aberration print(" 🎨 Chromatic aberration...") cv_img = apply_chromatic_aberration_opencv(cv_img, shift=16) # Film grain print(" πŸ“Ή Film grain...") cv_img = apply_opencv_film_grain(cv_img, sigma=10) # Convert back to RGB for PIL cv_img = cv2.cvtColor(cv_img, cv2.COLOR_BGR2RGB) # === PHASE 3: FINAL COMPOSITING === print(" 🎞️ Final compositing...") final_img = Image.fromarray(cv_img) # Vignette vignette = Image.new("RGBA", (W, H), (0, 0, 0, 0)) vdraw = ImageDraw.Draw(vignette) for i in range(1600, 0, -35): alpha = int((1600 - i) / 1600 * 95) vdraw.ellipse([W//2-i, H//2-i, W//2+i, H//2+i], fill=(0, 0, 0, alpha)) # Convert back to RGBA for vignette final_rgba = final_img.convert('RGBA') final_rgba.alpha_composite(vignette) # Letterbox draw = ImageDraw.Draw(final_rgba) draw.rectangle([0, 0, W, LETTERBOX_H], fill="black") draw.rectangle([0, H-LETTERBOX_H, W, H], fill="black") # Title text try: font_large = ImageFont.truetype( "/usr/share/fonts/truetype/dejavu/DejaVuSans-Bold.ttf", 100) font_small = ImageFont.truetype( "/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", 55) title = "PRIMARY IGNITION SEQUENCE" subtitle = "Target Acquired: Alderaan β€’ Power: 2.4Γ—10Β²Β³W β€’ Status: FIRING" tw = draw.textlength(title, font=font_large) sw = draw.textlength(subtitle, font=font_small) draw.text(((W-tw)/2, H-LETTERBOX_H+20), title, font=font_large, fill=(240, 255, 255, 240)) draw.text(((W-sw)/2, H-LETTERBOX_H+145), subtitle, font=font_small, fill=(180, 210, 210, 190)) except Exception as e: print(f" ⚠️ Font error: {e}") print("=" * 70) print("βœ… RENDER COMPLETE") return final_rgba # ========================================================= # EXECUTION # ========================================================= if __name__ == "__main__": final = render_complete_masterpiece() output_path = "/mnt/user-data/outputs/death_star_complete_ultimate.png" final.save(output_path) print("\n" + "=" * 70) print("πŸ’Ύ SAVED:", output_path) print("πŸ“Š Resolution: 4K (3840Γ—2160)") print("🎨 Libraries: OpenCV, SciPy, NumPy, PIL") print("⚑ COMPLETE FEATURE SET:") print(" β€’ OpenCV fractal noise (fBM)") print(" β€’ SciPy heat distortion") print(" β€’ Multi-stage OpenCV bloom") print(" β€’ 20,000 noise-mapped greebles") print(" β€’ Volumetric god rays") print(" β€’ Chromatic aberration (OpenCV)") print(" β€’ Film grain (OpenCV randn)") print(" β€’ Anamorphic lens flares") print(" β€’ Advanced lighting model") print("=" * 70)
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    Death Star 4K VFX Render: Advanced Python Graphics Tutorial | Claude