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open5e-image-generation's Introduction

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Open5e

https://open5e.com
Site for browsing open D&D 5e content


API homepage

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Introduction

Open5e is a community project driven by a small number of volunteers in their spare time. We welcome any and all contributions!

Useful places to check out:

Development

Open5e uses the Nuxt3 framework for Vue3, which takes care of a lot of the architectural work for the frontend layer while allowing a large amount of flexibility.

5e game content is fetched from the open5e API running at https://api.open5e.com. This can be redirected using the environment variable API_URL.

Build Setup

Install dependencies.

npm install

Run the page in development mode.

npm run dev

Build for production and launch server.

npm start

Generate static project for publishing.

npm run generate

For detailed explanation on how things work, checkout the Nuxt.js docs.

open5e-image-generation's People

Contributors

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open5e-image-generation's Issues

Developing an artwork rendering pipeline

Folder structure

  • Sort all the blend files in their corresponding folders
  • Render to a specific path based on the model's name
  • Develop a folder structure that allows for an editorial process

Inside Blender

  • Make an environment that allows the model and light to rotate per increment
  • Lock the model in the bounding box
  • The bounding box is scaled up to the frame plus 10 pixels to the edge of the image

Develop specifics for the renders

  • Visual style should be monochrome, black and white.
  • Shader should look consistent among different kinds of creatures.
  • Renders should be transparent or on a white background
  • Blender should rotate the camera 8 times around the model
  • The model should fit in the entire image minus 10 pixels
  • Rendered images should be lossless pngs
  • It should be implemented in either jpeg or webp (needs further discussion as of time writing)

Parse .blender files and remove the token base

Currently this loads the merged STL files, which has the base baked into the model.

The source includes .blender files that have the base as a separate object. It would be preferable to render these without the base for two reasons:

  • they don't look like miniatures.
  • the native blender files are more optimized and have more information, which should speed up processing

Here is an example .blender file to use for testing.

Maralith.zip

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