docs(review): the Blender-vs-in-game comparison lives in Screenshots/README.md
Merged COMPARISON.md into the review README as a generated section between <!-- blender-comparison:begin/end --> markers, so there is one place to look and one place to sign off. Tools/build_comparison_md.py rewrites only that block - the hand-written sections around it are untouched - and formats the file with prettier afterwards, because a generated table is never byte-identical to prettier's output and the repo gates on --check. Run it after every capture or Blender render; it is the routine that keeps the page current with new images rather than a one-off export.
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@@ -196,3 +196,50 @@ Resolved and removed from this list on 2026-11-09:
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- "The El Capitan Theatre has no marquee or blade sign" — `Tools/ue_stage_theatre_trim.py` stages all six trim actors; verified in `/tmp/gigline/theatre-import.txt`.
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- "Materials are not yet created in Blender or fully integrated" — contradicted by the scene conventions above: every surface carries a look-dev material built in `Tools/ue_build_demo_map.py`.
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<!-- blender-comparison:begin -->
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## Blender vs in-game
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Regenerated by `Tools/build_comparison_md.py`; everything between the markers is rewritten, so edit outside them.
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- In-game captures: `Screenshots/demo/` (9 files)
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- Blender renders: `Screenshots/blender/` (22 files), made by `Tools/blender_screenshots.py`
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Left is what the engine draws, right is what Blender has. A gap between them is the import problem, not a taste problem: scale, material colour, missing parts and split systems all show up here before they show up in a review.
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### Side by side
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| In-game | Blender | Shot |
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| --- | --- | --- |
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| <img src="demo/review-demo-crossing.png" width="520"> | — | `review-demo-crossing.png` |
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| <img src="demo/review-demo-north-buildings.png" width="520"> | — | `review-demo-north-buildings.png` |
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| <img src="demo/review-demo-retail-frontage.png" width="520"> | — | `review-demo-retail-frontage.png` |
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| <img src="demo/review-demo-spawn-view.png" width="520"> | — | `review-demo-spawn-view.png` |
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| <img src="demo/review-demo-street-level.png" width="520"> | — | `review-demo-street-level.png` |
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| <img src="demo/review-demo-third-person-front.png" width="520"> | <img src="blender/character-angle-035.png" width="520"> | `review-demo-third-person-front.png` |
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| <img src="demo/review-demo-third-person-walk.png" width="520"> | <img src="blender/character-angle-035.png" width="520"> | `review-demo-third-person-walk.png` |
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| <img src="demo/review-demo-third-person.png" width="520"> | <img src="blender/character-angle-035.png" width="520"> | `review-demo-third-person.png` |
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| <img src="demo/review-demo-vehicle.png" width="520"> | <img src="blender/vehicle-angle-035.png" width="520"> | `review-demo-vehicle.png` |
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4 of 9 in-game captures have a Blender counterpart; the rest are street and building shots whose meshes come from the Geo pipeline rather than a .blend.
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### Signoff
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One row per in-game screen. `—` in Blender means there is nothing to compare against.
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| # | In-game screen | Blender counterpart | Verdict | Notes |
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| --- | --- | --- | --- | --- |
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| 1 | `review-demo-crossing.png` | — | ☐ | |
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| 2 | `review-demo-north-buildings.png` | — | ☐ | |
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| 3 | `review-demo-retail-frontage.png` | — | ☐ | |
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| 4 | `review-demo-spawn-view.png` | — | ☐ | |
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| 5 | `review-demo-street-level.png` | — | ☐ | |
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| 6 | `review-demo-third-person-front.png` | `character-angle-035.png` | ☐ | |
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| 7 | `review-demo-third-person-walk.png` | `character-angle-035.png` | ☐ | |
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| 8 | `review-demo-third-person.png` | `character-angle-035.png` | ☐ | |
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| 9 | `review-demo-vehicle.png` | `vehicle-angle-035.png` | ☐ | |
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Verdicts: ☐ pending · ☑ approved · ☒ rejected. The authoritative per-shot review stays in [README.md](README.md); this page exists to compare Blender against the engine.
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<!-- blender-comparison:end -->
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