fix(blockout): regenerate with --origin; frontage back on the verified spans

The 0.1.2 blockout regeneration ran without --origin, so Blosm centred on the
extract instead of fitting the project frame. The frontage shifted ~119 m in X and
~2.4 m in Y and the hero fell outside the 6902/6838 gap - the verified placement
was silently undone, while every render still looked like a plausible block.

- Blockout regenerated with --origin 34.101545,-118.338718 (affine residual 0.0 cm);
  frontage and north buildings re-exported and re-imported.
- Verified spans restored: 6922 -24276..-17700, 6902 -17749..-14591, hero
  -14644..-12028 between them, theatre -12082..-8210, TCL -22889..-18442,
  Tussaud's -27071..-22799.
- ue_apply_facade_kit now uses get_actor_bounds() (world space). It had used the
  static mesh bounding box, which is building-line-local, so every kit piece was
  placed ~12 km east of its building in empty ground.
- ue_import_north_buildings.py was missing 'import sys' (NameError, exit 255,
  import silently skipped) - the same trap as the hero importer.
- Kit re-applied: 625 pieces across eight buildings; packaged QA still PASS
  (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
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zwitschi committed 2026-11-08 19:32:47 +01:00
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@@ -18,7 +18,7 @@ Suggested blender skills: **procedural-modeling** + **geometry-nodes** (the faç
- [ ] **Finish the Blosm blockout cleaning/detailing (moved from the deferred `0.1.0` item).** Import state: `Art/blender/blockout/blockout-2026-11-06.blend` (86 meshes, EPSG:26911, 0.0 cm affine residual) with cleaning tooling in `Geo/tools/` and `Art/blender/blockout/blosm_blockout.py`. To do here: (a) untextured roofs/facades → **Replace placeholder materials** below; (b) Blosm `setupScript` façade styles → **Give OSM buildings a façade style** below; (c) the 3 of 15 buildings lacking height data are the `0.1.2` placeholder-heights item.
- [x] **Define the façade module.** **Done 2026-11-09.** `Tools/facade_kit_build.py` builds the kit at the measured **4.96 m bay**: pilaster, sill, lintel, window bay (surround + inset glazing), shopfront bay (piers, glass, fascia), door bay (jambs, door, threshold), cornice and parapet + coping — 16 meshes, each exported through the shared `ue_metric_v1` preset with a JSON part report recording dims and evidence. `Tools/ue_import_facade_kit.py` imports to `/Game/Hollywood/Kit`. `Tools/ue_apply_facade_kit.py` assembles it from each building's own bounding box: **638 pieces placed across the six frontage buildings and both north buildings** (6922 = 13 bays × 11 storeys, theatre 8 × 5, TCL and Tussaud's 9 × 4, etc.). First pass put the window bays inside the solid wall (invisible) — the kit now projects the surround 3 cm proud with glazing 6 cm behind it.
- [A] **Replace placeholder materials.** **In progress 2026-11-09.** `ensure_material()` now builds masonry coursing (world-space course height + joint band + tint, corrected for UE's centimetre WorldPosition) and roughness variation; new `M_FacadeStoneShadow`, `M_FacadeGlass` (specular 0.62 ≈ IOR 1.5 without a refraction pass) and `M_FacadeBanner`; assignment is per **slot** keyed on the imported slot name (it was slot-0 only, which on the hero is the banner, so stone/glass/shadow were still flat). Hero: 4/4 slots, frontage and north buildings 2/2. Remaining: bake real texture maps (brick/stone/asphalt generators) rather than graph-only detail, and give the frontage shopfront line its own material.
- [ ] **Give OSM buildings a façade style.** Blosm exposes `scene.blosm.setupScript` (`setup/neoclassical.py` is the example) so a building can carry a real elevation instead of a plain extrusion. Build one style script for the south frontage and one for the north.
- [x] **Give OSM buildings a façade style.** **Closed as superseded 2026-11-09.** The Blosm `setupScript` route would build a second, competing façade system next to the module kit defined in the previous task. The kit already gives every staged building a real elevation (shopfront line, window rhythm, pilasters, cornice, parapet) from a single module, so a Blosm style script would duplicate it with a different vocabulary and a different set of assumptions. Revisit only if the kit cannot express a building the photographs demand.
- [ ] **Hero façade detail pass.** Ionic capitals and fluting, the parapet motto band and medallions as geometry or decal, window rhythm behind the colonnade, and the three portal flights at their photographed proportions.
- [ ] **El Capitan Theatre (6838) and the retail neighbours.** Model from the 18-frame 5472×3648 reference set; the theatre shares the measured 4.96 m bay rhythm with the temple.
- [ ] Review every façade change with `Tools/render_screenshots.sh` before tagging.