diff --git a/TODO.md b/TODO.md index 36d3867..420a843 100644 --- a/TODO.md +++ b/TODO.md @@ -139,11 +139,27 @@ Reference: `security-game/docs/screens/refs/hollywood/el-capitan-facade-day-wiki So the model has the massing and most of the parts; what it lacks is **surface** (rustication, lettering, grille detail, balustrade) and material variation. -**Before rebuilding anything, check the review shot.** The three hero captures show a plain block with six columns and nothing else - no banners, no windows, no portals - while the mesh demonstrably carries all four materials (`M_Facade_Banner`, `M_Facade_Stone`, `M_Facade_StoneShadow`, `M_Facade_GlassDark`) and is staged at `(-13336, 1307, 0)` with yaw 0. That suggests the cameras are framing the wrong actor (`Frontage_SM_ElCapitanTheatre` sits at the origin) or the wrong side, and the "rework" note may be describing a camera error rather than the model. Verify that first: one render with a camera aimed at `Hero_Facade` from Y -4000 at 8 m height. +### Found: the detail is modelled inside the wall + +Measured, not guessed: + +``` +blend scene Y -12.50 .. +0.13 (front of the wall at -0.50) +Hero_Mass y = -BODY_D/2 - 0.5 -> spans -12.50 .. -0.50 +Hero_Banner_1 y = -1.08 .. -1.02 -> 55 cm BEHIND the front face +imported mesh bounds y = -13 .. +1250 cm +``` + +The facade's detail - banners, and by the same construction the window bays and portal surrounds - is placed **behind** the wall's front face, so it is inside `Hero_Mass` and never renders. That is why the captures show a plain block with six columns: the columns, cornice and dentils happen to protrude, everything else does not. The model does not need remodelling first; its detail needs moving in front of the wall. + +**Fix:** give `Tools/hero_facade_build.py` a `FRONT_Y = -BODY_D / 2.0 - 0.5` constant (the mass's front face) and place every elevation detail relative to it (`FRONT_Y - 0.10` for applied detail, `FRONT_Y` for flush), instead of the hand-typed negative coordinates each call site uses now. Then re-export, re-import and re-render. + +**And check the review shot.** The three hero captures show a plain block with six columns and nothing else - no banners, no windows, no portals - while the mesh demonstrably carries all four materials (`M_Facade_Banner`, `M_Facade_Stone`, `M_Facade_StoneShadow`, `M_Facade_GlassDark`) and is staged at `(-13336, 1307, 0)` with yaw 0. That suggests the cameras are framing the wrong actor (`Frontage_SM_ElCapitanTheatre` sits at the origin) or the wrong side, and the "rework" note may be describing a camera error rather than the model. Verify that first: one render with a camera aimed at `Hero_Facade` from Y -4000 at 8 m height. ### Tasks -- [ ] Confirm the three hero captures frame `Hero_Facade` and not the frontage actor, then fix the cameras if they do not. +- [x] Confirm the hero captures frame `Hero_Facade` - **done**: the cameras are aimed at (-13336, 1307), the hero actor is there, and the frontage is at the origin. +- [ ] Move the elevation detail in front of the mass (`FRONT_Y` constant) and re-render - **do this first**, it explains the plain block. - [ ] Add surface detail the reference demands: rusticated banding, carved lettering on the motto band, window grilles, balustrade and finials on the parapet. - [ ] Rebuild the El Capitan hero facade to match the reference photography: cornice depth, the banner proportions, window rhythm, and the three entry portals. - [ ] Re-render the three ReviewMap staging shots and put them back in the status table for review.