"""
================================================================================
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 (3840Γ2160)
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("π¬ 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(" β‘ 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(" π 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(" β¨ 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(" π 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(" β‘ 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㪠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(" π 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(" π‘οΈ Applying heat distortion...")
cv_img = apply_heat_distortion(cv_img, focal_point, strength=15)
# Multi-stage bloom
print(" β¨ Multi-stage bloom...")
cv_img = apply_multi_stage_bloom(cv_img, threshold=200)
# Chromatic aberration
print(" π¨ Chromatic aberration...")
cv_img = apply_chromatic_aberration_opencv(cv_img, shift=16)
# Film grain
print(" πΉ 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(" ποΈ 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: 2.4Γ10Β²Β³W 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" β οΈ Font error: {e}")
print("=" * 70)
print("β
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("πΎ SAVED:", output_path)
print("π Resolution: 4K (3840Γ2160)")
print("π¨ Libraries: OpenCV, SciPy, NumPy, PIL")
print("β‘ 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)