# 🛠️ Claude's Local Pipeline Reference (DarkMedia-X) ## 1. SDXL Base Generator (Torch/Diffusers) ```python 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) ```python 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) ```python 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) ```