feat(materials): generated facade texture maps, sampled world-aligned

New Tools/generate_facade_textures.py: deterministic, stdlib-only PNG generator for
four facade surface sets (ashlar stone, stucco, asphalt, concrete), each as base
colour (_BC) plus roughness (_R). Pure zlib encoder and hash-based value noise, so
re-running produces byte-identical files (verified by md5sum); ~14 s for eight 512²
maps.

ue_build_demo_map.py imports them into /Game/Hollywood/Textures and samples them
world-aligned: WorldPosition (cm) * 1/tile_cm -> ComponentMask(R,G) -> TextureSample
UVs, with per-material tile sizes (stone 440, stucco 260, asphalt 900, concrete
250 cm). A textured material skips the graph coursing deliberately - overlaying both
would double the course pattern.

Textures imported 8/8, hero 4/4 slots assigned, map saved; screenshots re-rendered.
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zwitschi committed 2026-11-08 19:04:03 +01:00
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@@ -550,3 +550,21 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
a 4th element on the shot tuples; a long lens (42–55°) fills the frame from
across the street while the camera stays level, so verticals stay parallel.
`review-hero-facade-front` sky 39 → 20 %, `demo-spawn-view` 23 → 16 %.
## 2026-11-09 — facade texture maps (0.1.4)
- `Tools/generate_facade_textures.py` writes deterministic 512² base-colour and
roughness maps (ashlar stone, stucco, asphalt, concrete) with a pure-zlib PNG
encoder and hash-based value noise — no numpy/Pillow, ~14 s for all eight, and
byte-identical on a re-run (checked by md5sum).
- `ue_build_demo_map.py` imports them to `/Game/Hollywood/Textures` and samples
them **world-aligned**: WorldPosition (cm) → ×(1/tile_cm) → ComponentMask(R,G)
→ TextureSample UVs. `tile_cm` per material: stone 440, stucco 260, asphalt 900,
concrete 250.
- Gotchas: `MaterialExpressionTextureSample`'s UV input pin is **"UVs"**, and the
output pin for colour is **"RGB"** / roughness **"R"**. `ComponentMask` pins are
R/G/B/A booleans. A textured material skips the graph coursing on purpose —
overlaying both would double the course pattern.
- The script needs `ROOT` in `ue_build_demo_map.py` and `sys` imported; forgetting
either fails with `NameError` and an exit code of 0 from the commandlet (always
read the result file under /tmp/gigline).
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@@ -16,6 +16,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| Tool | Purpose |
| --- | --- |
| `check-lfs.sh` | Fails if the `lfs` filter is missing or an LFS-tracked file was committed as a plain blob |
| `generate_facade_textures.py` | Deterministic stdlib PNG generator for the facade maps (`T_StoneAshlar`, `T_Stucco`, `T_Asphalt`, `T_Concrete`, each `_BC` base colour + `_R` roughness). Pure-zlib writer, hash-based value noise, identical bytes on every run; `--size` and `--out` (`/tmp/gigline/textures` by default). `ue_build_demo_map.py` imports them into `/Game/Hollywood/Textures` and samples them world-aligned. |
| `ue_common.py` | Shared helpers for the Unreal commandlet scripts: `make_writable()` clears the read-only bit an LFS `.umap` checks out with (otherwise `save_map()` returns False silently), and `require_saved()` makes that failure explicit. |
| `fbx_export_preset.py` | The **single** FBX export preset (`ue_metric_v1` / `ue_character_v1`): metres→centimetres via `FBX_SCALE_NONE`, axis mapping east +X / north −Y / up +Z, `mesh_smooth_type="FACE"` (smoothing groups survive the import). Every Blender exporter imports it instead of copying the argument block; `preset_kwargs()` is bpy-free and unit-tested. |
| `sibling_asset_audit.py` | Reads the sibling project's prop library from GLB headers into `Art/props/reuse-manifest.json`; copies nothing |
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@@ -0,0 +1,226 @@
#!/usr/bin/env python3
"""Generate the facade texture maps the demo materials sample.
The materials started as procedural graphs only (noise + coursing), which reads
as tinted stone but has no grain. These maps add the grain: an ashlar stone
course pattern, a rendered stucco tooth, asphalt aggregate and concrete pores,
each as base colour plus a roughness map so the specular breaks up.
Standard library only — the PNG encoder is the same pure-zlib writer used for the
MPFB skin, so this runs on the host without numpy or Pillow.
python3 Tools/generate_facade_textures.py # write to /tmp/gigline/textures
python3 Tools/generate_facade_textures.py --size 1024
python3 Tools/generate_facade_textures.py --out Art/blender/textures
Output names match the Unreal import destination `/Game/Hollywood/Textures`:
T_StoneAshlar_BC.png T_StoneAshlar_R.png
T_Stucco_BC.png T_Stucco_R.png
T_Asphalt_BC.png T_Asphalt_R.png
T_Concrete_BC.png T_Concrete_R.png
Determinism: every pattern is a deterministic hash of the pixel coordinate, so a
re-run reproduces the same files byte for byte (no RNG state, no seam drift).
"""
from __future__ import annotations
import argparse
import math
import os
import struct
import zlib
# --- PNG -------------------------------------------------------------------
def write_png(path, width, height, rgb_rows):
"""Write 8-bit RGB rows (bytes) to a PNG. `rgb_rows` is one bytes per row."""
raw = bytearray()
for y in range(height):
raw.append(0) # filter type 0
raw += rgb_rows[y]
def chunk(tag, data):
c = struct.pack(">I", len(data)) + tag + data
c += struct.pack(">I", zlib.crc32(tag + data) & 0xFFFFFFFF)
return c
ihdr = struct.pack(">IIBBBBB", width, height, 8, 2, 0, 0, 0) # colour type 2 = RGB
png = b"\x89PNG\r\n\x1a\n" + chunk(b"IHDR", ihdr)
png += chunk(b"IDAT", zlib.compress(bytes(raw), 6)) + chunk(b"IEND", b"")
os.makedirs(os.path.dirname(os.path.abspath(path)), exist_ok=True)
with open(path, "wb") as handle:
handle.write(png)
return path
# --- deterministic value noise --------------------------------------------
def _hash2(x, y, seed=0):
"""Deterministic 0..1 hash of an integer cell. No RNG, fully reproducible."""
n = (x * 374761393 + y * 668265263 + seed * 1442695040888963407) & 0xFFFFFFFF
n = (n ^ (n >> 13)) * 1274126177 & 0xFFFFFFFF
return ((n ^ (n >> 16)) & 0xFFFF) / 65535.0
def value_noise(x, y, seed=0):
"""Smooth bilinear value noise at continuous (x, y) in cell units."""
xi, yi = math.floor(x), math.floor(y)
fx, fy = x - xi, y - yi
# smoothstep weights so cells blend without visible lattice lines
sx = fx * fx * (3.0 - 2.0 * fx)
sy = fy * fy * (3.0 - 2.0 * fy)
n00 = _hash2(xi, yi, seed)
n10 = _hash2(xi + 1, yi, seed)
n01 = _hash2(xi, yi + 1, seed)
n11 = _hash2(xi + 1, yi + 1, seed)
return (n00 * (1 - sx) + n10 * sx) * (1 - sy) + (n01 * (1 - sx) + n11 * sx) * sy
def fractal(x, y, octaves=4, seed=0):
"""Fractal sum of value noise, normalised to 0..1."""
total, amp, freq, norm = 0.0, 1.0, 1.0, 0.0
for _ in range(octaves):
total += value_noise(x * freq, y * freq, seed) * amp
norm += amp
amp *= 0.5
freq *= 2.0
return total / norm
def clamp8(value):
return max(0, min(255, int(value * 255.0 + 0.5)))
# --- patterns --------------------------------------------------------------
# Each returns (base_rgb_function, roughness_function) over u, v in 0..1.
def stone_ashlar(courses=8, per_course=4):
"""Coursed ashlar: horizontal beds, staggered vertical joints, stone grain."""
course_h = 1.0 / courses
def block_uv(u, v):
row = int(v / course_h)
shift = 0.5 * (row % 2) / per_course # stagger alternate courses
col = int(((u + shift) % 1.0) * per_course)
return row, col, (v % course_h) / course_h, ((u + shift) % 1.0) * per_course - col
def base(u, v, px, py):
row, col, fj, fi = block_uv(u, v)
tone = 0.62 + 0.10 * _hash2(row, col, 11) # each block a little different
grain = 0.06 * (fractal(px * 0.15, py * 0.15, 5, 3) - 0.5) * 2.0
# joint: a dark band along the bed and the head of each block
joint = 0.0
if fj < 0.055 or fi < 0.055:
joint = -0.22
value = tone + grain + joint
return (value * 1.02, value, value * 0.94) # faintly warm stone
def rough(u, v, px, py):
row, col, fj, fi = block_uv(u, v)
base_r = 0.66 + 0.10 * _hash2(row, col, 29)
if fj < 0.055 or fi < 0.055:
base_r = 0.86 # joints are matte
return base_r + 0.06 * fractal(px * 0.2, py * 0.2, 3, 7)
return base, rough
def stucco():
def base(u, v, px, py):
blot = fractal(px * 0.03, py * 0.03, 4, 21)
tooth = fractal(px * 0.9, py * 0.9, 3, 22)
value = 0.58 + 0.12 * (blot - 0.5) + 0.05 * (tooth - 0.5)
return (value * 1.03, value, value * 0.96)
def rough(u, v, px, py):
return 0.74 + 0.18 * fractal(px * 0.06, py * 0.06, 3, 31)
return base, rough
def asphalt():
def base(u, v, px, py):
agg = fractal(px * 1.4, py * 1.4, 3, 41) # fine aggregate
patch = fractal(px * 0.02, py * 0.02, 3, 42) # repair patches
value = 0.055 + 0.05 * (patch - 0.5) + 0.06 * (agg - 0.5)
return (value, value, value * 1.05) # cool bitumen
def rough(u, v, px, py):
return 0.90 + 0.08 * fractal(px * 0.5, py * 0.5, 2, 43)
return base, rough
def concrete():
def base(u, v, px, py):
pores = fractal(px * 0.8, py * 0.8, 3, 51)
tone = fractal(px * 0.04, py * 0.04, 4, 52)
value = 0.50 + 0.10 * (tone - 0.5) + 0.05 * (pores - 0.5)
return (value * 1.01, value, value * 0.97)
def rough(u, v, px, py):
return 0.84 + 0.10 * fractal(px * 0.15, py * 0.15, 3, 53)
return base, rough
TEXTURES = {
"T_StoneAshlar": stone_ashlar(),
"T_Stucco": stucco(),
"T_Asphalt": asphalt(),
"T_Concrete": concrete(),
}
def render(name, pattern, size):
"""Render one texture; returns {suffix: path} for _BC and _R."""
base_fn, rough_fn = pattern
paths = {}
for suffix, fn in (("BC", base_fn), ("R", rough_fn)):
# Wrap in a function so the inner loop stays tight.
rows = []
for y in range(size):
v = y / size
row = bytearray()
for x in range(size):
u = x / size
value = fn(u, v, x / size * size / 64.0, y / size * size / 64.0)
if isinstance(value, tuple):
row += bytes((clamp8(value[0]), clamp8(value[1]), clamp8(value[2])))
else:
grey = clamp8(value)
row += bytes((grey, grey, grey))
rows.append(bytes(row))
path = os.path.join(OUT_DIR, f"{name}_{suffix}.png")
write_png(path, size, size, rows)
paths[suffix] = path
return paths
def main(argv=None) -> int:
global OUT_DIR
ap = argparse.ArgumentParser(description=__doc__,
formatter_class=argparse.RawDescriptionHelpFormatter)
ap.add_argument("--out", default="/tmp/gigline/textures",
help="output directory (default /tmp/gigline/textures)")
ap.add_argument("--size", type=int, default=512, help="edge length in pixels")
args = ap.parse_args(argv)
OUT_DIR = args.out
print(f"writing {len(TEXTURES) * 2} maps at {args.size}² to {OUT_DIR}")
for name, pattern in TEXTURES.items():
paths = render(name, pattern, args.size)
for suffix, path in paths.items():
print(f" {os.path.basename(path):28} {os.path.getsize(path):>8} bytes")
return 0
OUT_DIR = "/tmp/gigline/textures"
if __name__ == "__main__":
raise SystemExit(main())
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@@ -16,10 +16,13 @@
# deterministically instead of stacking duplicates.
import os
import sys
import unreal
MAP = "/Game/Hollywood/DemoMap"
# Repository root, so the texture generator can be invoked by path.
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), ".."))
RESULT = "/tmp/gigline/demo-map.txt"
lines = []
@@ -50,7 +53,46 @@ def spawn(cls, loc, label, rot=None):
return actor
def ensure_material(mat_name, spec):
TEXTURE_DIR = "/Game/Hollywood/Textures"
def import_texture(png_path, asset_name):
"""Import a generated PNG as a Texture2D (idempotent: replaces the asset)."""
if not os.path.exists(png_path):
log(f"texture missing: {png_path}")
return None
task = unreal.AssetImportTask()
task.filename = png_path
task.destination_path = TEXTURE_DIR
task.destination_name = asset_name
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.TextureImportUI() if hasattr(unreal, "TextureImportUI") else None
if ui:
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
return unreal.EditorAssetLibrary.load_asset(f"{TEXTURE_DIR}/{asset_name}")
def ensure_textures():
"""Generate/point at the facade maps and import them. Returns {name: asset}."""
out_dir = "/tmp/gigline/textures"
gen = os.path.join(ROOT, "Tools", "generate_facade_textures.py")
if os.path.exists(gen) and not os.path.exists(os.path.join(out_dir, "T_StoneAshlar_BC.png")):
import subprocess
subprocess.run([sys.executable, gen, "--out", out_dir, "--size", "512"], check=False)
imported = {}
for name in ("T_StoneAshlar_BC", "T_StoneAshlar_R", "T_Stucco_BC", "T_Stucco_R",
"T_Asphalt_BC", "T_Asphalt_R", "T_Concrete_BC", "T_Concrete_R"):
asset = import_texture(os.path.join(out_dir, name + ".png"), name)
if asset:
imported[name] = asset
log(f"textures imported: {len(imported)}/8")
return imported
def ensure_material(mat_name, spec, textures=None):
"""Create/reuse a look-developed material under /Game/Hollywood/Site.
Blender's flat diffuse colours do not survive the FBX -> Unreal import (the
@@ -165,6 +207,44 @@ def ensure_material(mat_name, spec):
link(joint, tinted, "Alpha")
base_color_expr = tinted
# If a texture set is supplied for this material, sample it world-aligned and
# use it instead of the graph-only coursing: the map carries the coursing and
# the grain, so overlaying both would double the pattern.
tex = (textures or {}).get(spec.get("texture", ""))
if tex:
bc = (textures or {}).get(spec.get("texture", "") + "_BC")
# world position (cm) -> UV: one texture tile every tile_cm centimetres
tile_cm = float(spec.get("tile_cm", 300.0))
uv_scale = node(unreal.MaterialExpressionMultiply)
link(wp, uv_scale, "A")
link(scalar(1.0 / tile_cm), uv_scale, "B")
mask_xy = node(unreal.MaterialExpressionComponentMask)
for pin in ("R", "G"):
try:
mask_xy.set_editor_property(pin, True)
except Exception: # noqa: BLE001
pass
try:
mask_xy.set_editor_property("B", False)
mask_xy.set_editor_property("A", False)
except Exception: # noqa: BLE001
pass
link(uv_scale, mask_xy)
if bc:
sample = node(unreal.MaterialExpressionTextureSample)
sample.set_editor_property("texture", bc)
link(mask_xy, sample, "UVs")
lib.connect_material_property(sample, "RGB",
unreal.MaterialProperty.MP_BASE_COLOR)
base_color_expr = sample
r_map = (textures or {}).get(spec.get("texture", "") + "_R")
if r_map:
r_sample = node(unreal.MaterialExpressionTextureSample)
r_sample.set_editor_property("texture", r_map)
link(mask_xy, r_sample, "UVs")
lib.connect_material_property(r_sample, "R",
unreal.MaterialProperty.MP_ROUGHNESS)
lib.connect_material_property(base_color_expr, "", unreal.MaterialProperty.MP_BASE_COLOR)
# Roughness: lerp(base, base + variation, noise) so the highlight breaks up.
@@ -337,9 +417,11 @@ def build():
# Look-developed surface materials (see ensure_material for the graph).
MATERIAL_SPECS = {
"M_Asphalt": dict(dark=(0.040, 0.040, 0.044), bright=(0.072, 0.072, 0.078),
roughness=0.92, specular=0.22, noise_scale=0.006),
roughness=0.92, specular=0.22, noise_scale=0.006,
texture="T_Asphalt", tile_cm=900.0),
"M_Concrete": dict(dark=(0.44, 0.42, 0.39), bright=(0.56, 0.54, 0.50),
roughness=0.88, specular=0.28, noise_scale=0.004),
roughness=0.88, specular=0.28, noise_scale=0.004,
texture="T_Concrete", tile_cm=250.0),
"M_KerbConcrete": dict(dark=(0.47, 0.45, 0.42), bright=(0.60, 0.58, 0.54),
roughness=0.85, specular=0.30, noise_scale=0.008),
"M_Ground": dict(dark=(0.22, 0.20, 0.17), bright=(0.33, 0.30, 0.26),
@@ -352,12 +434,13 @@ def build():
"M_FacadeStone": dict(dark=(0.62, 0.58, 0.50), bright=(0.76, 0.72, 0.64),
roughness=0.70, specular=0.32, noise_scale=0.005,
courses_m=0.55, joint_width=0.11,
joint_tint=(0.40, 0.37, 0.32), roughness_variation=0.12),
joint_tint=(0.40, 0.37, 0.32), roughness_variation=0.12,
texture="T_StoneAshlar", tile_cm=440.0),
# Rendered/stucco frontage: no coursing, but a fine tooth and a wider
# roughness range than before, because flat stucco is what read as plastic.
"M_Stucco": dict(dark=(0.50, 0.46, 0.40), bright=(0.68, 0.64, 0.57),
roughness=0.76, specular=0.25, noise_scale=0.0025,
roughness_variation=0.20),
roughness_variation=0.20, texture="T_Stucco", tile_cm=260.0),
# Stone in shadow: the hero's recessed wall behind the colonnade. Same
# coursing as the face, a stop darker, so depth reads without a light.
"M_FacadeStoneShadow": dict(dark=(0.40, 0.37, 0.32), bright=(0.52, 0.49, 0.43),
@@ -385,9 +468,10 @@ def build():
"Kerb_North": "M_KerbConcrete",
"Crossing_Markings": "M_RoadPaint",
}
textures = ensure_textures()
built = {}
for mat_name, spec in MATERIAL_SPECS.items():
built[mat_name] = ensure_material(mat_name, spec)
built[mat_name] = ensure_material(mat_name, spec, textures)
imported = 0
for name, mat_name in SURFACE_MATERIALS.items():