darkmedia-x-api / backend /api /claude_reference.md
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🛠️ Claude's Local Pipeline Reference (DarkMedia-X)

1. SDXL Base Generator (Torch/Diffusers)

import torch
from diffusers import DiffusionPipeline

model_id = "stabilityai/stable-diffusion-xl-base-1.0"
pipe = DiffusionPipeline.from_pretrained(
    model_id, 
    torch_dtype=torch.float16, 
    variant="fp16", 
    use_safetensors=True
).to("cuda")

def generate_local_image(prompt, output_path):
    image = pipe(
        prompt=prompt, 
        num_inference_steps=30, 
        guidance_scale=7.5
    ).images[0]
    image.save(output_path)

2. Depth Anything V2 (Relief 3D)

import torch
from transformers import pipeline
from PIL import Image

depth_pipe = pipeline(
    task="depth-estimation", 
    model="depth-anything/Depth-Anything-V2-Base-hf", 
    device=0 
)

def generate_depth_map(img_path, depth_path):
    image = Image.open(img_path)
    depth_result = depth_pipe(image)["depth"]
    depth_result.save(depth_path)

3. Blender 3D Scene Setup (Relief mapping)

import bpy
import sys

# 🛠️ Usage: blender --background --python this_script.py -- color.png depth.png output.png
argv = sys.argv[sys.argv.index("--") + 1:] 
img_path, depth_path, out_path = argv

bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.ops.mesh.primitive_plane_add(size=10)
plane = bpy.context.object

# 🛠️ Relief
subdiv = plane.modifiers.new(name="Subdiv", type='SUBSURF')
subdiv.subdivision_type = 'SIMPLE'
subdiv.levels = 6

tex = bpy.data.textures.new('DepthTex', type='IMAGE')
tex.image = bpy.data.images.load(depth_path)

disp = plane.modifiers.new("Displace", type='DISPLACE')
disp.texture = tex
disp.strength = 1.5 

# 🛠️ Material
mat = bpy.data.materials.new(name="ImageMat")
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
nodes.clear()

node_tex = nodes.new(type='ShaderNodeTexImage')
node_tex.image = bpy.data.images.load(img_path)
node_bsdf = nodes.new(type='ShaderNodeBsdfPrincipled')
node_out = nodes.new(type='ShaderNodeOutputMaterial')

links.new(node_tex.outputs['Color'], node_bsdf.inputs['Base Color'])
links.new(node_bsdf.outputs['BSDF'], node_out.inputs['Surface'])

plane.data.materials.append(mat)

bpy.context.scene.render.filepath = out_path
bpy.ops.render.render(write_still=True)