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Blender meets Claude at Wickerson Studios for FREE OPEN SOURCE

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WICKERSON STUDIOS | OPEN SOURCE | 2026


 New aesthetic direction: Spectral Brutalism

A complete departure from v6's champagne-and-brass warmth. The palette is raw PhC concrete mass + spectral liquid-metal BEC glass + near-black Weyl anodised fins + rammed earth berms + dark granite sett ground. At night it flips completely: deep ocean bioluminescent blue from the Noctiluca panels, He-II cyan from the pool, and warm amber from the street lamps — three distinct colour temperatures fighting against each other in darkness.

6 new physics materials

The BEC glass uses the Cauchy dispersion formula n(λ) = A + B/λ² (computed via cauchy_ior(0.55) → 1.492) and overlays an Abrikosov triangular vortex lattice from a near-zero-randomness Voronoi, driving an 8-stop spectral ramp from UV-violet through indigo, cobalt, steel, teal, cyan, and bright green edge. The PhC concrete has a perfect diamond-lattice Voronoi coat (randomness=0.0) producing a sharp chartreuse retroreflective flash at the PBG wavelength. The MOKE Corten has two separate colour ramps (R_L and R_R polarisations), mixed via an animated Value node that shifts hue 2% across the golden-hour orbit to encode the magneto-optical Kerr rotation angle. The Weyl semimetal fins use an inverted Fresnel to produce a narrow gold ring at the Hall angle (≈86% of the inverted Fresnel range). The bioluminescent wall is Noctiluca scintillans at λ=474nm, starting at 0.0 strength and animating to 22.0 by night. The He-II pool has IOR=1.028 (measured for superfluid helium) and Voronoi quantised vortex rings with near-zero randomness.

6 new mathematical structures

The entry canopy is a true catenary y = a·cosh(x/a) − a with a=8m — the naturally optimal compression arch — built as 30 ribs of 6 segments each, sampling the curve at discrete x-positions. The atrium roof samples Scherk's doubly-periodic minimal surface cos(z) = cos(x)·cos(y) on a 12×12 grid, producing 144 columns of varying height — a zero mean-curvature surface that's the global area-minimiser for its boundary conditions. The hotel east face gets Penrose P3 rhomb tiling — thin (36°) and thick (72°) rhombs generated via de Bruijn pentagonal indexing, with rotation angles driving panel orientation. The helipad gets a geodesic frequency-2 icosahedron with mathematically correct edge length l = r·sin(2π/5)·√(1+1/φ²). The 24 trees follow golden-angle spiral placement θₖ = k·π(3−√5) — the same formula used by sunflowers for optimal packing. The Act 3 camera traces a Lissajous figure-8 x=90·sin(3t+π/4), y=82·sin(2t) with a vertical sine-squared envelope.

Render settings upgraded to 2048 samples, 48 total bounces (24 glossy + 24 transmission — essential for multi-layer BEC glass), caustics ON, volume bounces 6, motion blur shutter 0.40, and a full compositor chain recommendation: Glare Bloom at 0.75 threshold + Streaks at 1.4 + ±3px chromatic aberration to make the spectral glass feel physically real.


LICENSE    MIT — free to use, modify, and distribute commercially

 BLENDER    3.6 LTS / 4.x

 FRAMES    720 (30 seconds @ 24 fps)

 RESOLUTION  2560 × 1440 (QHD)

 ENGINE    Cycles · 512 samples · OIDN denoising

 LINES     1,686 Python

 MATERIALS   25+ node-built shaders

 ACTS     6 cinematic acts


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

 QUICK START


 1. Open Blender 3.6 LTS or 4.x

 2. Switch to the Scripting workspace (top tab bar)

 3. Click Open and select aec_massing_animation_v5.py

   — OR — paste the entire script into a new Text block

 4. Press Alt + P to run

 5. Press Numpad 0 for camera view

 6. Press Space to play


 The script performs a full scene reset at the start of every run.

 It is safe to execute multiple times — no duplicate objects or

 orphaned materials will accumulate.


 WHAT v5.0 BUILDS


 PODIUM (6 storeys / 24 m)


 Polished black granite plinth (0–1.8 m)

 5-layer champagne limestone body

 Transfer beam at podium–tower junction (expressed concrete)

 4 visible concrete lift shaft cores (full tower height)

 12-column limestone colonnade — east face

 8-pilaster arcade with soffit beam — south face

 Living wall panel behind arcade

 Lobby glazing strip

 Larch-frame retail / cafe units × 4 (low-iron glass fronts)

 Retail warm glow emission planes

 Site perimeter wall

 Basement carpark ramp (below grade)

 Floor spandrel bands with shadow reveal grooves


 OFFICE TOWER (40 storeys / 168 m)


 3-segment setback glass envelope (ChromaShift deep blue-green)

 Per-floor slab + dark bronze spandrel bands + shadow reveal grooves

 Expressed structural X-brace on south face (3 crosses)

 Dark bronze vertical mullion fins every 1.6 m

 Corten steel crown (top 8 m) with warm emissive strip

 Blue glass beacon mast

 Rooftop: cooling towers, plant room, lift overrun

 Rooftop: solar PV array (4 rows × 5 panels)

 Rooftop: infinity pool with animated rippling water + pool light

 Rooftop: helipad (rubber disc + H marking + emissive)

 Parapet walls — all 4 sides

 Interior floor glow planes (day: 2.5 / night: 12.0)


 RESIDENTIAL SLAB TOWER (32 storeys / 132 m)

 

 2-segment setback glass envelope (ChromaShift warm green)

 Per-floor slab + bronze spandrel bands

 Cascading stepped terraces every 4 floors (south face):

  — Polished concrete deck

  — 4-noise green roof planting

  — Aged brass handrails

 Solar PV rows × 3

 Lift overrun

 Interior floor glow planes


 HOTEL MID-RISE (12 storeys / 48 m)


 Lower 7 st: champagne limestone

 Upper 5 st: raw larch cladding

 Projecting glazed bay windows every 2 floors (south face)

 Perforated dark bronze brise-soleil screen (south face)

 Parapet + polished granite coping

 Plant room + solar panels on roof

 Interior floor glow planes


 CONTEXT (16 surrounding buildings)


 3 LOD tiers: near / mid / far

 3 material variants: warm buff / cool slate / neutral grey

 Near-tier: animated dark bronze window spandrel bands


 GROUND, ROADS & INFRASTRUCTURE


 Washed aggregate plaza paving (Voronoi basalt)

 3 drainage rills (animated water) + metal footbridge

 Dual carriageway (NS + EW)

 Tram rails (polished steel, 4 tracks)

 Bus lane (yellow stripe)

 Cycle lanes (blue tinted)

 Zebra crossings at all 4 junctions

 Kerb upstands


 STREET FURNITURE (appears Act 2 reveal)


 Limestone benches × 8

 Granite bollards × 16

 Limestone planting pots with living-wall plants × 12

 Bus shelters × 2


 LANDSCAPE

 ─────────────────────────────────────────────────────────────────────

 Green roofs — podium + hotel

 Planting beds — podium roof × 6 (base + living wall layer)

 Specimen trees × 18 (trunk + lower canopy + upper canopy, 3 tiers)

 Hedgerows × 6


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

 MATERIAL LIBRARY (all built in Shader Node Editor)

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


 CHAMPAGNE LIMESTONE

 5-layer Noise stack — vein, grain, stain, aggregate, micro-bump

 Overlay + Multiply blends. Warm cream → honey → warm grey palette.


 CHROMASHIFT GLASS (2 variants: office blue-green / resi warm-green)

 Glass BSDF + Glossy Fresnel mix. Layer Weight drives a 3-stop

 colour ramp — base teal → cyan → blue-violet at glancing angles.

 Subtle interior emission (0.08 strength) for day glow.


 BOARD-FORMED CONCRETE (standard + polished)

 3-layer Noise: board grain + aggregate + stain. Polished variant

 adds Coat Weight 0.25 / Coat Roughness 0.10 for floor reveal.


 AGED BRASS

 Metallic Principled + Noise oxide patina. 3-stop colour ramp:

 deep brass → bright brass → patina green. Overlay blend 0.40.


 RAW LARCH CLADDING

 Wave Bands grain + Noise overlay. 3-stop ramp: raw honey →

 aged silver. Roughness 0.82 for weathered feel.


 LIVING WALL

 4-Noise SSS green. Dark forest → lime → bronze autumn tip.

 Subsurface 0.12. Heavy Bump (0.45) for stem texture.


 CORTEN STEEL CROWN

 4-stop Noise ramp: deep red oxide → warm orange. Heavy Bump 0.50.

 Metallic 0.60 / Roughness 0.88.


 POLISHED BLACK GRANITE

 Noise variation. Roughness 0.03. Coat Weight 0.40 / Coat

 Roughness 0.04 for wet polished look.


 DARK BRONZE FINS

 Wave Bands + Bump anisotropy. Base colour near-black warm brown.

 Metallic 1.0 / Roughness 0.22.


 4-NOISE GREEN ROOF

 4 Noise layers: dark moss → bright sedum → Screen highlight.

 Subsurface 0.08. Bump 0.40.


 WASHED AGGREGATE PAVING

 Voronoi exposed stone + Noise bump. Warm basalt ramp:

 charcoal → warm grey → sand highlight.


 WATER (pool + drainage rills)

 Glass BSDF deep teal + Glossy Fresnel mix. Noise Bump ripple.

 IOR 1.33.


 SOLAR PV PANELS

 Deep blue anisotropic Principled. Ring Wave Texture Bump

 for cell grid. Roughness 0.06.


 INTERIOR GLOW PLANES (per floor, all buildings)

 Emission + Diffuse mix. Keyframed: strength 2.5 (day) → 12.0 (night).


 CONTEXT BUILDINGS (3 tones)

 Noise age variation over Principled base.

  A — warm buff  (0.64, 0.58, 0.50)

  B — neutral   (0.55, 0.54, 0.56)

  C — cool slate (0.46, 0.50, 0.54)


 ADDITIONAL MATERIALS

 Road asphalt · Kerb stone · Road markings · Cycle lane blue

 Yellow bus lane · Polished steel rail · Helipad rubber

 Emissive warm white · Emissive blue · Emissive red · Emissive amber

 Floor plate concrete · Black anodised metal


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

 ANIMATION — 6-ACT STRUCTURE

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


 ACT 0  fr  1 – 30  PRE-DAWN

 ─────────────────────────────────────────────────────────────────────

 Static wide establishing shot. Sun at 3°. Warm orange Nishita sky.

 Dust density 1.4 — thick dawn haze. Site silhouetted against horizon.


 ACT 1  fr 30 – 200  CONSTRUCTION

 ─────────────────────────────────────────────────────────────────────

 Floor-by-floor growth animation. Concrete cores rise first.

 Podium grows fr 12–46. Office floors animate sequentially

 fr 34 onward (2 frames per floor). Residential follows offset fr 60.

 Hotel fr 82–134. Context buildings stagger in fr 138 onward.

 Handheld camera shake applied fr 30–200 (±0.12 m XY, ±0.04 m Z).

 Sun animates from 6° → 16°.


 ACT 2  fr 200 – 330  REVEAL

 ─────────────────────────────────────────────────────────────────────

 Street furniture fades in. Living wall appears fr 220.

 Trees stagger in fr 214 onward (3 frames between each).

 Hedgerows fr 218 onward. Planting beds fr 210.

 Pool water + pool light activate. Footbridge appears.

 Sky continues rising to 34°.


 ACT 3  fr 330 – 480  GOLDEN HOUR ORBIT

 ─────────────────────────────────────────────────────────────────────

 330° cinematic camera orbit. Camera cranes from 86 m → 124 m.

 Sun at 52°–62°. Dust density 0.18 — crystal clear air.

 Sky background strength peaks at 1.7. Warm amber fills all surfaces.

 Bronze fins catch rim light. Living wall backlit.

 Focal length breathes 46–54 mm. DOF f/5.2 → f/4.2.


 ACT 4  fr 480 – 580  BLUE HOUR

 ─────────────────────────────────────────────────────────────────────

 Sky drops to 12°. Sun energy falls to 2.0. Fill light dims to 400 W.

 14 street lamps animate ON fr 480–500 (warm amber, 1800 W each).

 6 building uplights animate ON fr 479–510 (6000 W each).

  Office: warm amber uplights

  Residential: cool blue uplights

  Hotel: warm orange uplights

 Interior floor glow planes begin transitioning to night strength.

 Pool light already active. Camera tightens to f/3.2 DOF.


 ACT 5  fr 580 – 720  NIGHT

 ─────────────────────────────────────────────────────────────────────

 Sky at 4°. Sun near zero energy. Interior glow at full 12.0.

 Close glass glow shots. Tight DOF f/2.8.

 Camera rises to 210–240 m for zenith aerial pull-back.

 Focal length 60–70 mm. Full site revealed in context.


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

 CAMERA — 18 KEYFRAMES

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


 All camera keyframes use Bezier interpolation with EASE_IN_OUT easing.

 A Track-To constraint locks the camera to an animated empty target

 so the look-at point rises with the construction throughout Act 1.


 Frame  Camera XYZ      Lens  f/stop  Focus  TgtZ

 ────── ────────────────   ────  ──────  ─────  ────

  1   ( 96, -96, 10)   28mm  7.1   114m  22m

  30   ( 92, -92, 12)   30mm  7.1   110m  28m

  70   ( 84, -84, 24)   32mm  7.1   102m  44m

 110   ( 76, -76, 36)   34mm  6.5    96m  64m

 150   ( 68, -68, 50)   36mm  6.5    92m  82m

 200   ( 60, -58, 62)   38mm  5.8    90m  92m

 250   ( 32, -90, 74)   42mm  5.8    96m  96m

 300   (-30, -90, 86)   46mm  5.2   102m  98m

 350   (-78, -58, 96)   50mm  5.2   108m  100m

 400   (-90,  8, 108)   52mm  4.8   114m  98m

 440   (-58, 68, 116)   50mm  4.8   112m  92m

 480   ( 6, 92, 124)   54mm  4.2   120m  86m

 530   ( 14, -10, 176)   64mm  3.2    92m  98m

 560   ( 22, 16, 172)   58mm  3.2    98m  106m

 600   ( 18,  2, 190)   60mm  2.8   110m  90m

 650   ( 60, -18, 154)   55mm  3.5   132m  82m

 690   ( 26, -26, 210)   66mm  3.5   155m  72m

 720   ( 32, -32, 240)   70mm  3.5   170m  66m


 Handheld shake applied fr 30–200 every 5 frames, ±0.12 m XY, ±0.04 m Z


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

 LIGHTING

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


 NISHITA SKY

 Sun rotation: 218°. Air density 1.0. Ozone density 1.0.

 Sun elevation animated: 3° (fr 1) → 62° (fr 480) → 4° (fr 720)

 Dust density animated:  1.4 (dawn haze) → 0.18 (clear noon) → 0.5

 Sky strength animated:  1.1 → 1.7 → 0.3


 SUN LIGHT (0.45° angular diameter)

 fr 1  colour (1.00, 0.56, 0.30)  energy 0.6  alt 9°

 fr 30  colour (1.00, 0.68, 0.42)  energy 1.4  alt 13°

 fr 80  colour (1.00, 0.84, 0.58)  energy 3.2  alt 22°

 fr 200 colour (1.00, 0.92, 0.76)  energy 4.6  alt 38°

 fr 330 colour (1.00, 0.96, 0.88)  energy 5.5  alt 54°

 fr 480 colour (1.00, 0.98, 0.95)  energy 5.9  alt 66°

 fr 580 colour (0.90, 0.78, 0.60)  energy 2.0  alt 15°

 fr 720 colour (0.60, 0.50, 0.40)  energy 0.2  alt 5°


 FILL LIGHTS

 Fill North  Area  620 W  sky blue (0.76, 0.86, 1.00) size 75m

        animates: 180 W dawn → 620 W noon → 400 W dusk → 60 W night

 Fill East  Area  400 W  neutral (0.82, 0.87, 0.96) size 64m

 Sky Dome   Area  360 W  cool sky (0.68, 0.80, 1.00) size 95m


 STREET LAMPS (× 14 posts)

 Physically modelled: post + arm + emissive globe

 Point light per lamp: warm amber (1.00, 0.88, 0.65)

 Animate OFF → 1800 W over fr 479–500

 Remain at 1800 W through fr 720


 BUILDING UPLIGHTS (× 6 spots)

 Office (× 3):    warm amber (0.95, 0.82, 0.60)

 Residential (× 2): cool blue (0.70, 0.88, 1.00)

 Hotel (× 1):    warm orange (1.00, 0.78, 0.50)

 All animate OFF → 6000 W over fr 479–510


 POOL LIGHT

 Point light beneath pool surface. Cyan (0.55, 0.92, 1.00)

 Animates 0 W → 800 W over fr 200–210


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

 RENDER SETTINGS (applied automatically by script)

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


 Engine      Cycles · GPU Compute recommended

 Samples     512 (raise to 1024 for final delivery)

 Denoising    OIDN (set OptiX if NVIDIA GPU available)

 Resolution    2560 × 1440 QHD / 1920 × 1080 FHD also valid

 Frame Rate    24 fps

 Motion Blur   ON · Shutter 0.5 · Steps 2

 Max Bounces   12 total · 4 diffuse · 4 glossy · 8 transmission

 Volume Bounces  0

 Caustics     Reflective OFF · Refractive OFF (speed)

 Color Mgmt    AgX Medium Contrast (Blender 4.x)

          Filmic High Contrast (Blender 3.x fallback)

 Exposure     +0.65 EV

 Output Format  OpenEXR Multilayer (compositing)

          PNG 16-bit     (direct delivery)

 Tile Size    GPU: 512×512 · CPU: 64×64


 RECOMMENDED COMPOSITOR NODES

 Glare      Type: Streaks · Threshold 1.0 · Mix −0.70

 Lens Distort  Distort −0.02 · Dispersion 0.006

 Film Grain   Add Noise node · Strength 0.04


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

 BLENDER VERSION COMPATIBILITY

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


 The script wraps every breaking API change in try/except blocks:


 blend_method / shadow_method   Removed Blender 4.2+ — try/except

 Specular IOR Level vs Specular  Renamed Blender 4.0 — try-loop

 Subsurface Weight vs Subsurface  Renamed Blender 4.0 — try-loop

 Anisotropic input         KeyError-safe access

 Coat Weight / Clearcoat      try-loop over known key names

 AgX vs Filmic color management  try/except with fallback

 motion_blur_shutter        try/except for older builds


 Confirmed working on: Blender 3.6 LTS / Blender 4.x

 NOT supported:     Blender 2.9x


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

 OUTLINER COLLECTIONS

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 01_SITE

 ├── GROUND     Sub-base + aggregate plaza + drainage rills

 ├── ROADS      Road planes, tram rails, bus lane, cycle lanes,

 │          zebra crossings, kerb upstands

 ├── STREET_FURN   Benches, bollards, planting pots, bus shelters

 ├── LANDSCAPE    Green roofs, planting beds, trees, hedgerows

 ├── CONTEXT     16 surrounding buildings

 ├── INFRA      Site wall, basement ramp, footbridge

 ├── PODIUM     Granite plinth, limestone body, transfer beam,

 │          colonnade, arcade, living wall, lobby, retail

 ├── RETAIL     Ground floor retail / cafe units

 ├── TOWERS     Glass envelope segments for all towers

 ├── FLOORS     Per-floor slab + spandrel objects

 ├── FACADE     Mullion fins, spandrel bands, reveal grooves

 ├── CORES      4 concrete lift shaft cores

 ├── BRACING     X-brace structural elements (office tower)

 ├── BALCONIES    Residential terraces + handrails

 ├── HOTEL      Hotel body + bays + brise-soleil + roof

 ├── ROOF      All rooftop elements (plant, solar, pool, helipad,

 │          parapet, cooling towers, lift overrun)

 ├── WATER      Pool plane + drainage rill planes

 └── INTERIOR_GLOW  Per-floor emission planes (all buildings)


 02_LIGHTING     Sun, fill lights, street lamps, uplights, pool light

 03_CAMERA      Camera object + Track-To target empty


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 TROUBLESHOOTING

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 SCRIPT CRASHES BLENDER

 Open the System Console before running:

  Windows  Window menu → Toggle System Console

  Mac/Linux Launch Blender from a terminal window

 The last printed line before the crash names the failing section.

 Each section prints a progress marker, e.g. " Building podium..."

 Share that output for a targeted patch at wickersonstudios.com.


 NO OBJECTS APPEAR AFTER RUNNING

 Ensure a 3D Viewport is visible when Alt+P is pressed.

 Some mesh operators require an active viewport context.


 MATERIALS LOOK TOO DARK / BLOWN OUT

 Check Color Management. Properties → Scene → Color Management

 View Transform should be AgX (Blender 4.x) or Filmic (3.x).

 Exposure should be +0.65 EV. Do NOT use Standard.


 INTERIOR GLOW NOT VISIBLE IN VIEWPORT

 Switch viewport shading to Rendered (Cycles) or Material Preview.

 Emission is invisible in Solid shading mode.


 POOL WATER LOOKS WRONG

 The water material uses Glass BSDF which requires Cycles.

 EEVEE will not render it correctly.


 MISSING MATERIAL (grey/pink error colour on objects)

 Re-run the script. Full reset clears orphaned data blocks

 that can cause material assignment failures on first run.


 SLOW PLAYBACK IN VIEWPORT

 Switch to Solid or Material Preview shading for playback.

 Rendered viewport at 2560×1440 requires a fast GPU.

 Cycles viewport progressive rendering is normal — it will

 resolve as frames are cached.


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 CUSTOMISATION

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 CHANGE TOWER HEIGHT

 Edit OFLOORS (office) or RFLOORS (residential) constants.

 Adjust the segment height tuples in each tower section accordingly.

 Camera keyframe heights (cam_keys list) may need raising to match.


 CHANGE GLASS TINT

 Find mat_glass_cinematic() calls and adjust the tint=() tuple.

 Office:   tint=(0.18, 0.55, 0.62) — deep blue-green

 Residential: tint=(0.22, 0.60, 0.52) — warm green

 Sky bridge: tint=(0.88, 0.94, 0.98) — near clear


 CHANGE LIMESTONE PALETTE

 Find mat_limestone() and edit the ColorRamp positions/colours.

 cm_vein: golden vein colour ramp

 cm_col: base champagne colour ramp


 CHANGE ANIMATION LENGTH

 Edit scene.frame_end at the top of the script.

 Adjust sky/sun keyframe lists and cam_keys accordingly.


 DISABLE A SECTION

 Each major section is delimited with clear comments and a print()

 progress marker. Comment out or delete the entire block.

 The reset and material library must remain intact.


 ADD A CUSTOM MATERIAL

 Copy the mat_simple() pattern:

  mat_simple("MAT_Name", (R,G,B), rough=0.8, metal=0.0, spec=0.05)

 For node-built shaders, copy any existing function as a template.

 All materials follow the same node-builder pattern.


 EXPORT TO ANOTHER FORMAT

 After running, use File → Export.

  FBX:   good for game engines (materials export as basic PBR)

  glTF:  best Principled BSDF support

  OBJ:   widest compatibility (materials as MTL, limited)

  Alembic: for animation in other DCC tools


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 VERSION HISTORY

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 v1.0  Basic massing, 7 node materials, 300 frames, 3-act camera

 v2.0  Floor-by-floor animation, street grid, context buildings,

     animated Nishita sky, 400 frames

 v3.0  High-LOD mullions, podium arcade, full rooftop kit, 16 context

     buildings, 3-layer concrete, corten crown, street furniture,

     480 frames

 v4.0  Wind turbines, helipad, infinity pool, sky bridge, balconies,

     louvre fins, tram tracks, retail units, ETFE canopy,

     underground entrance, 5-act camera, day→night arc, 600 frames

 v5.0  Cinematic aesthetic direction: champagne limestone + ChromaShift

     glass + aged brass + raw larch + corten. X-brace structure,

     stepped terraces, living wall, 12-column colonnade, brise-soleil,

     bay windows, drainage rills, footbridge, 5-layer node materials,

     4-noise living wall SSS, AgX colour management, 6-act camera,

     18 keyframes, 720 frames / 30 seconds. ← CURRENT


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 FREE & OPEN SOURCE

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 This script is released under the MIT License.

 You are free to use, modify, and distribute it commercially.

 No attribution required — though it is always appreciated.


 MIT License

 Copyright (c) 2025 Wickerson Studios


 Permission is hereby granted, free of charge, to any person

 obtaining a copy of this software and associated documentation

 files (the "Software"), to deal in the Software without restriction,

 including without limitation the rights to use, copy, modify, merge,

 publish, distribute, sublicense, and/or sell copies of the Software,

 and to permit persons to whom the Software is furnished to do so,

 subject to the following conditions: The above copyright notice and

 this permission notice shall be included in all copies or substantial

 portions of the Software.


 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,

 EXPRESS OR IMPLIED.


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 WICKERSON STUDIOS

 www.wickersonstudios.com

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