materials: look-developed surface materials for every exported asset
Replaces the flat Constant3Vector fills with a procedural material set built in ensure_material(): base colour blended between two shades by world-space noise for large-scale variation, plus explicit roughness and specular so each surface type reads. - M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98, M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86 - Site meshes take their material by mesh name; the hero facade and the two north-side buildings take theirs by actor label, so they are covered even though other scripts stage them. - Materials are deleted and rebuilt on every run, so a look change cannot be masked by a stale asset. Screenshots re-rendered: the facade reads as warm stone with surface variation, asphalt as dark asphalt with grain, concrete and kerbs lighter, and the north buildings in stucco instead of flat grey. Docs: Screenshots/README documents the material set; TODO marks the item done and leaves the richer texture-based pass to the 0.1.4 facade patch.
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@@ -50,10 +50,14 @@ All ☑ approved 2026-11-07.
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Z 2 m; both are exactly 1 m — the scale reference.
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- **Demo map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun at pitch −50 /
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yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed
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exposure. Surface colours are assigned explicitly in
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`Tools/ue_build_demo_map.py` (`M_Asphalt`, `M_Concrete`, `M_Ground`,
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`M_RoadPaint`) because Blender's flat diffuse colours do not survive the
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FBX → Unreal import.
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exposure.
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- **Materials**: every exported surface carries a look-developed material built
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in `Tools/ue_build_demo_map.py` (`ensure_material`) because Blender's flat
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diffuse colours do not survive the FBX → Unreal import. Each has an explicit
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roughness and a subtle world-space noise blend between two shades:
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`M_Asphalt` (0.92), `M_Concrete` (0.88), `M_KerbConcrete` (0.85),
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`M_Ground` (0.98), `M_RoadPaint` (0.62), `M_FacadeStone` (0.72) and
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`M_Stucco` (0.86) for the north-side buildings.
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- **Lighting is dynamic-only** (`r.AllowStaticLighting=False`, all lights
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Movable), so no lighting build is ever required.
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- **Attribution overlay**: every shot carries the required ODbL credit in the
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