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# 0 = prefer NVIDIA CUDA, automatically fall back to CPU if unavailable |
# 1 = force CPU for all ONNX models |
CPU=0 |
Depth=0.01 |
Hard=0.004 |
Deep=0.003 |
DepthL=0.03 |
Use the input image as the main reference. |
Convert the subject into an ultra-detailed high-relief bas-relief sculpture made |
of warm ivory marble or white jade, placed on a flat vivid chroma-green |
background (#00FF00). |
Preserve the original composition, silhouette, pose, proportions, main shapes, |
decorative rhythm and important readable details. Convert flat shapes and lines |
into rounded sculpted planes, beveled ridges, recessed grooves and layered relief. |
The result must be a compressed bas-relief, not a flat drawing and not a |
freestanding full 3D statue. |
Material requirements: |
- one unified monochrome ivory-white stone material for the entire subject; |
- polished raised surfaces and subtle roughness in recessed areas; |
- no green, cyan, lime or yellow-green tint anywhere on the subject; |
- no green reflection, spill, contamination or green-colored shadow; |
- strong color and value separation from the background. |
Relief hierarchy: |
- main subject and face: highest rounded relief; |
- body, ornaments and important objects: thick sculpted mass; |
- secondary shapes: medium relief; |
- hair, scales, feathers, flowers, clouds, fabric folds and patterns: clean |
layered relief with crisp grooves; |
- surrounding decorative elements: lower but still readable relief. |
Green-screen requirements: |
- every true background pixel must be one uniform solid #00FF00 chroma green; |
- no gradient, texture, noise, vignette, lighting falloff or color variation; |
- the green area must be one single continuous exterior background region that |
touches the image borders; |
- absolutely no isolated green islands, dots, speckles, pinholes or small green |
patches may appear inside the subject silhouette; |
- do not create perforations or see-through holes in hair, ornaments, clothing, |
patterns, fingers, foliage or recessed details; |
- fill enclosed holes and narrow internal gaps with ivory-white sculpted material |
or a dark neutral recessed groove, never chroma green; |
- deep cavities, undercuts, nostrils, eyes, mouth, hair gaps and ornamental |
cutouts must remain neutral ivory, gray or shadowed stone, never green; |
- green is permitted only in the exterior space around the outer silhouette; |
- the green background must tightly follow the exact subject silhouette; |
- edges must be clean and antialiased, without green fringe or color bleeding; |
- keep a clean ivory boundary around thin details so background green cannot |
leak between nearby sculpted forms; |
- do not add a colored cast shadow; use only a subtle neutral contact shadow if |
it does not interfere with clean chroma-key separation. |
Critical negative constraint: no green pixels within the enclosed outer contour |
of the subject, no green holes, no green accents, no green reflections and no |
green micro-regions. Treat every internal space as solid or recessed sculpture. |
Use a front-facing orthographic camera, centered composition, full subject |
visible, soft studio lighting, strong ambient occlusion in grooves and a |
high-resolution premium ZBrush-quality product render. |
/////////////////////////////////////////////////////////////////////////////// |
/////////////////////////////////////////////////////////// Rename a button // |
///////////////////////////////////////////////////////////////////////////// |
// Rename a button |
// @buttonPath: the path of the button to be renamed |
// @str: the new button name |
[RoutineDef, ZFU_RenameButton, |
[If, [MemGetSize, ZFU_Mem_Temp],, [MemCreate, ZFU_Mem_Temp, 256]] |
[MemWriteString, ZFU_Mem_Temp, str] |
[FileExecute, [Var, dllPath], RenameButton, buttonPath,, ZFU_Mem_Temp] |
[MemDelete, ZFU_Mem_Temp] |
, buttonPath, str] |
/////////////////////////////////////////////////////////////////////////////// |
///////////////////////////////////////////////////////////////// Dropdowns // |
///////////////////////////////////////////////////////////////////////////// |
// Create a new Dropdown data (Dropdown is not shown, it's only the data) |
// @resultDropdown: the resulting dropdown (or more exactly dropdown id represented as an integer value) |
[RoutineDef, ZFU_DropdownNew, |
[VarSet, resDropdown, [FileExecute, [Var, dllPath], DropdownNew]] |
, resDropdown] |
// Delete a Dropdown (the Dropdown doesn't exist anymore after deletion) |
// @dropdown: the dropdown to delete |
[RoutineDef, ZFU_DropdownDelete, |
[If, [FileExecute, [Var, dllPath], DropdownLoad,, dropdown],, |
[FileExecute, [Var, dllPath], DropdownDelete] |
] |
, dropdown] |
// Clear a Dropdown (the Dropdown still exists after clearing it, but it's empty) |
// @dropdown: the dropdown to clear |
[RoutineDef, ZFU_DropdownClear, |
[If, [FileExecute, [Var, dllPath], DropdownLoad,, dropdown],, |
[FileExecute, [Var, dllPath], DropdownClear] |
] |
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