tooling/db/ (a misnamed directory: connectors, not database work),
trellis-batch.sh and synth_ui_sounds.py become `reach assets`:
audio {health,generate,batch,post {convert,normalize,trim,pipeline}},
image {health,generate}, trellis {health,generate,batch}, and synth-ui.
The four audio bash wrappers are retired, and tooling/db/ is gone.
Parity, from baselines taken before anything moved:
- the four UI-sound WAVs and the harmonic-synth WAVs (exponential and linear
decay) are byte-identical
- the ffmpeg pipeline's decoded PCM is identical. Its .ogg bytes are not,
even between two runs of the OLD code: Ogg picks a random stream serial,
so the encoded file was never the right thing to compare
- the network success paths can't be run in a gate (Stable Audio and Trellis
are kept off, Gemini costs money), so tooling/test_assets.py stands up a
fake Gradio and pins every payload: the audio submit, Trellis's six-call
session sequence with its 9-input image_to_3d, and the Gemini body. It
failed when one Trellis value was mutated (7.5 → 7.0)
Failure classification, in endpoints.py, is the point of the port. The
services are OFF by design (VRAM on tower-of-joy, D-17), and the topology doc
warns against "fixing" one by restarting it. So a refused connection says OFF
and asks for the service to be turned on rather than restarted; a 4xx/5xx says
the request was rejected; 401/403 says credentials; 429 says quota; and an
unreachable Gemini blames the network, not VRAM.
Behaviour changes, each a failure that used to read as success or crash:
- audio batch and trellis batch exited 0 with failures in their summaries;
they now print the summary and exit 1
- trellis generate on a missing image crashed with a TypeError
(print(..., indent=2)); it now names the file, and checks it before the
service so a typo is not reported as an outage
- the ffmpeg pipeline left its intermediates behind when a step failed
Structure: the connectors called each other as subprocesses (batch spawned
the connector, which spawned audio_post) and parsed each other's stdout. They
are now function calls, and ffmpeg is the only exec, through core/process.
ensure_venv() is removed: it os.execv'd into .venv, which D-263's exec rule
forbids, and reach declares the dependencies itself. config.json moved into
the domain deliberately, and the local-services rule follows it.
Output contract: results are still JSON on stdout with the same keys, so skill
readers keep working. Failures are an exit status with a Fix line, never
{"ok": false}. The audio-gen, glb-gen and image-gen skills, Araminta's agent
file and the allow-list are updated to match. glb-gen's "trellis-batch.sh is
hardcoded to one category" caveat is gone: batch takes --input-dir or --names.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
4.3 KiB
3D Pipeline Spike
Proof of concept for the Trellis image-to-3D asset pipeline with runtime recoloring in Godot 4.6.
What This Proves
- Trellis generates usable 3D assets from 2D concept art (via /image-gen)
- Blender post-processing normalizes scale, centers models, generates recolor masks, and adjusts materials for toon rendering
- Godot renders textured GLBs with embedded textures when
gltf/embedded_image_handling=3(embed uncompressed) is set - Luminance-preserving recoloring via shader + mask sidecar: tint the dominant color region while keeping texture detail (shadows, highlights, edges)
Pipeline
concept.png ──→ Trellis ──→ raw.glb ──→ Blender postprocess ──→ model.glb + mask.png
│
Godot import
(embedded textures)
│
toon_masked.gdshader
(texture + mask + tint)
Key Findings
GLB Import Settings (Critical)
Godot's GLTF importer gltf/embedded_image_handling values:
| Value | Mode | Result |
|---|---|---|
| 0 | Discard textures | Models render without any texture |
| 1 | Extract textures | Silently fails — materials get null texture refs |
| 2 | Embed as Basis Universal | Compressed, may lose quality |
| 3 | Embed uncompressed | Works correctly — textures preserved in .scn |
Always use value 3 for Trellis-generated GLBs. Set in project.godot under
[gltf] so new imports pick it up automatically.
Recolor Shader
The toon_masked.gdshader uses luminance-preserving blending:
float luma = dot(original.rgb, vec3(0.299, 0.587, 0.114));
vec3 tinted = tint_color.rgb * (luma * 1.5 + 0.2);
vec3 base = mix(original.rgb, tinted, mask);
- Where
mask = 0(black): original Trellis texture preserved - Where
mask = 1(white): tint color applied, scaled by original luminance - This keeps shadows, highlights, and detail lines even in recolored regions
The mask default is hint_default_black (replace nothing when no mask loaded).
Toon Shadow
Gentle 15% darkening with smoothstep transition — not the harsh binary
shadow/lit split. This preserves texture readability at isometric camera angles
where many faces would otherwise be fully in shadow.
Alpha / See-Through Fix
Trellis texture atlases sometimes have alpha artifacts at UV seams. The shader does NOT output ALPHA — all models render fully opaque. If transparency is needed for specific assets (glass, holograms), use a separate shader variant.
Running
cd spikes/3dpipeline
godot --headless --import # first time only — generates .godot/imported/
godot --path . # run the spike
Controls
| Key | Action |
|---|---|
| WASD | Pan camera (screen-aligned) |
| Mouse wheel | Zoom in/out |
| T | Cycle camera angle (top-down / 45 iso / 30 dramatic) |
| R | Randomize character colors |
Files
project.godot # Minimal Godot project config
scenes/spike_3d.tscn # Main scene (Camera3D + script)
scripts/spike/spike_main.gd # Camera, model loading, shader application
shaders/spike/toon_masked.gdshader # Texture + recolor mask + toon shadow
shaders/spike/toon.gdshader # Flat color toon (characters)
shaders/spike/outline.gdshader # Inverted hull outline (not used yet)
models/furniture/*.glb + *_mask.png # Post-processed Trellis models + masks
models/props/*.glb + *_mask.png # Post-processed Trellis props + masks
Known Issues
- Baroque table mask is too aggressive — tints the whole model bright white
- Character scale needs tuning relative to furniture
- Trellis mesh quality varies — some models have holes visible at close zoom
- No outline shader applied yet (inverted hull ready but not wired up)
Dependencies
- Godot 4.6+ (gl_compatibility renderer)
- Models generated by:
reach assets trellis(formerlytooling/db/trellis_connector.py) +.claude/skills/glb-gen/ - Concept images generated by:
.claude/skills/image-gen/