lighting: fixed daytime rig, real surface materials, crossing fix

Fixed daytime lighting and basic ambience for the DemoMap:

- Sun pitch -50 / yaw 120 (intensity 4, warm), sky light 2.6 with real-time
  capture, sky atmosphere, height fog, and an unbound post-process volume with
  fixed exposure (min = max brightness) so no shot washes out or crushes to
  black depending on how much sky it frames.
- Root cause of the washed-out look was NOT the sun: Blender's flat diffuse
  colours do not survive the FBX->Unreal import. Every site material arrived
  white and the terrain arrived with WorldGridMaterial. The demo builder now
  creates and assigns M_Asphalt / M_Concrete / M_Ground / M_RoadPaint.
- Crossing fix: each zebra band was its own object, so Blender renamed the
  duplicates .001/.002 and site assembly (exact-name append) kept only one.
  All bands are now a single Crossing_Markings mesh (36 verts, 3 bands).
- Terrain gets a Ground_Earth material in the builder so it stops importing
  as a white grid.
- Demo cameras: street-level no longer sits inside the facade body (was
  rendering its back face), and the crossing camera aims at the designated
  s=130.1 crossing (UE X -14956) looking along the crosswalk.

Screenshots re-rendered; the four demo views are marked needs-review for the
owner's approval. MEMORY.md records the material-import, exposure,
light_color, band-naming and camera-bounds traps.
This commit is contained in:
zwitschi committed 2026-11-07 17:56:21 +01:00
1 parent 121c0398b0
commit 830ce596fa
37 files changed
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@@ -261,20 +261,24 @@ def main():
paint = bpy.data.materials.new("Road_Paint_White")
paint.diffuse_color = (0.85, 0.85, 0.85, 1.0)
def crossing_band(s_c):
# All three bands live in ONE object. Creating one object per crossing used
# to produce Crossing_Markings, .001 and .002; site assembly appends by the
# exact name, so only the first crossing ever reached the game.
band_verts, band_faces = [], []
def add_crossing_band(s_c):
# Stripes are emitted as two triangles each: the road crown makes the
# quad non-planar and the FBX SDK refuses to triangulate it on import
# ("unable to triangulate mesh" — the mesh is omitted entirely).
zone = 3.0 # band length along the road, m
w, g = 0.5, 0.5 # stripe width / gap, m
span = (SOUTH_GUTTER + 0.2, NORTH_GUTTER - 0.2)
verts, faces = [], []
n = int(zone // (w + g))
covered = n * w + (n - 1) * g # actual stripe coverage, centred on s_c
for k in range(n):
s0 = s_c - covered / 2 + k * (w + g)
corners = []
base_idx = len(verts) # verts grows only after the stripe is sampled
base_idx = len(band_verts) # sampled positions, then vertices
pts = []
for s_edge in (s0, s0 + w):
base, normal, _ = at(s_edge)
for off in span:
@@ -284,23 +288,23 @@ def main():
# interpolates the DEM along 1 m rows while the markings sample
# only their own corners, so a 1 cm lift left parts of the
# stripes sunk under the road and invisible in game.
corners.append((base_idx + len(corners), (x, y, (dem_z(x, y) or 0.0) + 0.06)))
# corners order: (s0,off_s), (s0,off_n), (s1,off_s), (s1,off_n)
idx = [c[0] for c in corners]
verts.extend(c[1] for c in corners)
faces.append((idx[0], idx[3], idx[1]))
faces.append((idx[0], idx[2], idx[3]))
mesh = bpy.data.meshes.new("Crossing_Markings")
mesh.from_pydata(verts, [], faces)
mesh.update()
mesh.materials.append(paint)
obj = bpy.data.objects.new("Crossing_Markings", mesh)
bpy.context.scene.collection.objects.link(obj)
return obj
pts.append((x, y, (dem_z(x, y) or 0.0) + 0.06))
# pts order: (s0,off_s), (s0,off_n), (s1,off_s), (s1,off_n)
band_verts.extend(pts)
band_faces.append((base_idx + 0, base_idx + 3, base_idx + 1))
band_faces.append((base_idx + 0, base_idx + 2, base_idx + 3))
for s_c in CROSSINGS:
band = crossing_band(s_c)
print(f"crossing band at s={s_c:.1f}: {len(band.data.polygons)} stripes")
add_crossing_band(s_c)
mesh = bpy.data.meshes.new("Crossing_Markings")
mesh.from_pydata(band_verts, [], band_faces)
mesh.update()
mesh.materials.append(paint)
markings = bpy.data.objects.new("Crossing_Markings", mesh)
bpy.context.scene.collection.objects.link(markings)
print(f"crossing markings: {len(CROSSINGS)} bands, "
f"{len(markings.data.vertices)} verts, {len(markings.data.polygons)} faces")
for obj in (road, sw_s, sw_n):
print(f"{obj.name:16} verts {len(obj.data.vertices):5} faces {len(obj.data.polygons):5}")
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@@ -224,6 +224,12 @@ def main():
mesh = bpy.data.meshes.new("Terrain_DEM")
mesh.from_pydata(verts, [], faces)
mesh.update()
# Without a material the mesh imports into Unreal with the default white
# material and blows out under the demo sun. A muted earth tone keeps the
# ground reading as ground.
ground = bpy.data.materials.new("Ground_Earth")
ground.diffuse_color = (0.30, 0.28, 0.25, 1.0)
mesh.materials.append(ground)
obj = bpy.data.objects.new("Terrain_DEM", mesh)
bpy.context.scene.collection.objects.link(obj)
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@@ -174,3 +174,12 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
- **`EditorLevelLibrary.load_level`/`new_level` are deprecated no-ops in `-nullrhi` commandlets** (they return without switching worlds, so staged actors land in whatever world is current and get saved over the wrong map). Use the `LevelEditorSubsystem`: `unreal.get_editor_subsystem(unreal.LevelEditorSubsystem).load_level(path)` actually switches. Symptom was ReviewMap containing Demo actors + `ShotSequencer`.
- **Map-save ordering bug in `Tools/ue_build_review_map.py`**: the script saved ReviewMap *after* the DemoMap section, but the switch back to ReviewMap fails silently because the map only exists in memory at that point — so the final `save_map` wrote the demo world over ReviewMap. Fix: save ReviewMap first, then stage the demo cameras, and never switch back. Both maps verified by probe (ReviewMap lists Review actors; DemoMap lists Demo actors).
- Rebuilt ReviewMap after the fixes: character, both cubes (A grounded, B floating at 2 m), pawn, NPC prefab, hero facade all present; user re-approved the shots. README cube naming corrected (README had A/B swapped vs the script).
## 2026-11-07 — Materials and lighting in the demo map
- **Blender flat diffuse colours do not survive FBX -> Unreal.** Every site mesh (road, sidewalks, kerbs, crossing paint) imported with a material asset that had a default *white* base colour, and the terrain imported with `WorldGridMaterial` (UE's bright grey grid). That — not the sun — is what made the demo look blown out and washed white. Fix: create the colours in UE (`M_Asphalt`, `M_Concrete`, `M_Ground`, `M_RoadPaint` via `Constant3Vector`) and assign them per actor in `Tools/ue_build_demo_map.py`.
- **Auto-exposure makes review shots non-comparable**: the same road rendered washed-out in one framing and near-black in another because each camera saw a different amount of sky. Fix: an unbound `PostProcessVolume` with `AEM_HISTOGRAM` and `auto_exposure_min_brightness == auto_exposure_max_brightness` (fixed exposure). Do not use `AEM_MANUAL` + `auto_exposure_bias` — a bias of 11 blew the whole frame out.
- **`DirectionalLightComponent.light_color` takes a `Color` struct, not `LinearColor`** (`unreal.Color(r=255,g=245,b=230,a=255)`); passing `LinearColor` raises a nativize error.
- **One band per object loses geometry downstream.** `crossing_band()` created `Crossing_Markings` each call, so Blender renamed the second and third to `.001`/`.002`; `site_assembly.py` appends by exact name, so only one crossing ever reached the game. Build all bands into a single mesh instead of one object per band.
- **Street arc length -> UE X:** s=0 is the west end of the block (UE X −27966 cm) and s increases eastward, so the designated mid-block crossing at s=130.1 m is UE X ≈ −14956, not the −24291 used by an earlier camera (that is the s=36.6 crossing).
- **Camera placement in the demo map needs the mesh bounds, not intuition.** The hero façade body spans UE Y −1457..−200, so a "street level" camera at Y −400 is *inside* the building and renders its unlit back face. Read `get_bounding_box()` on the staged meshes before choosing a camera.
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@@ -22,8 +22,14 @@ and exits — about a minute. The camera list lives in
- **Floor**: 160 m square, top face at Z 0. The character measures Z 0..83 cm.
- **Cubes**: `Cube_ScaleTest_A` rests on the floor, `Cube_ScaleTest_B` floats at
Z 2 m; both are exactly 1 m — the scale reference.
- **Lighting**: one warm key light plus sky fill (review rig, not the `0.1.0`
daytime look). Beyond the floor is open: the horizon is a black band.
- **Lighting (review map)**: one warm key light plus sky fill, neutral exposure.
- **Lighting (demo map)**: fixed daytime — sun at pitch -50 / yaw 120 (intensity
4, warm), sky light 2.6, sky atmosphere, height fog, and a manual-exposure
post-process volume (min = max brightness 1.0) so a shot cannot wash out or
crush to black depending on how much sky it frames. Surface colours are
assigned explicitly in `Tools/ue_build_demo_map.py` (`M_Asphalt`, `M_Concrete`,
`M_Ground`, `M_RoadPaint`) because Blender's flat diffuse colours do not
survive the FBX → Unreal import.
## Review-map shots
@@ -53,10 +59,10 @@ Rendered from `/Game/Hollywood/DemoMap`, the walkable level. Click an image for
| File | Preview | Approval | What it shows |
| --- | --- | --- | --- |
| `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="200">](demo/review-demo-spawn-view.png) | ☑ | Spawn view: north sidewalk, the hero façade across the road |
| `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="200">](demo/review-demo-street-level.png) | ☑ | Street level: portals, flights, banners, colonnade |
| `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="200">](demo/review-demo-crossing.png) | ☑ | The designated mid-block crossing (s=130 m): zebra markings on the road, kerbs flushed to ramps. Camera on the north sidewalk looking south-west. Note: the road renders near-black in shadow — the fixed-daytime-lighting item, not the markings |
| `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="200">](demo/review-demo-north-buildings.png) | ☑ | North-side background buildings (TCL, Tussaud's) across the Blvd |
| `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="200">](demo/review-demo-spawn-view.png) | needs review | Spawn view from the north sidewalk: the hero façade across the road under fixed daytime light |
| `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="200">](demo/review-demo-street-level.png) | needs review | Street level from the north sidewalk: the façade colonnade and columns at eye height, now sunlit with cast shadows (was backlit and near-black) |
| `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="200">](demo/review-demo-crossing.png) | needs review | The designated mid-block crossing at s=130 m (UE X -14956): three continental zebra bars on the dark asphalt, kerbs flushed to ramps, camera on the north sidewalk looking along the crosswalk |
| `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="200">](demo/review-demo-north-buildings.png) | needs review | North-side background buildings (TCL, Tussaud's) across the Blvd, lit against the sky |
## What to look for
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@@ -95,7 +95,7 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep
- [~] Collision, reset, and pause functionality. Reset (**R**) and pause (**Escape**, a real game pause that releases the cursor) are implemented in `AGigLineCharacter` with `/Game/Input/IA_Reset` and `IA_Pause`. Collision now exists — terrain, road and sidewalks import as complex-as-simple, so a simple hull cannot ramp over the kerbs. **Not verified by hand**: walk, reset and pause need a human at the keyboard. No pause menu widget yet, only the pause itself.
- [x] Build the walkable demo level: terrain, street, and hero facade assembled into one map with a start point on the north sidewalk, so the demo is something a player can walk rather than a review staging. **Built 2026-11-07** by `Tools/ue_build_demo_map.py` → `/Game/Hollywood/DemoMap`: sun/sky, `Hero_Facade`, six site meshes imported with collision (`Terrain_DEM`, `Road_Hollywood`, both sidewalks and both kerbs), and a `Demo_PlayerStart` on the north sidewalk 20 m back from the frontage. Demo views in `Screenshots/demo/` re-rendered and ☑ approved 2026-11-07.
- [x] Walkable sidewalks and a designated street crossing. Crossing chosen: mid-block signalised crossing, OSM way 385648319, at 130 m along the block (`Geo/verification/2026-11-06-street-profile.md`). Done 2026-11-07: continental zebra markings (0.5 m bars / 0.5 m gaps, 3 m band) at all three signalised crossings, no collision on the paint; kerbs were already flushed at the crossings. Enablers found on the way: the street surfaces were 100 % down-facing (invisible in engine) — winding flipped; the terrain buried the street — 10.7 m corridor cut around the centreline (sidewalks cover the transition, walk-check 0 holes); LFS-lockable `.blend`/`.umap` check out read-only — builders now chmod before saving and fail loudly. Screenshot ☑ approved 2026-11-07 (`Screenshots/demo/review-demo-crossing`); the corridor renders near-black in shadow — that is the still-open **Fixed daytime lighting** item, not the crossing.
- [-] Fixed daytime lighting and basic ambience. Current state: `Demo_Sun` at pitch −35, yaw 200 puts the street corridor in shadow — the crossing shot renders near-black. Plan: rotate sun yaw so light comes down the street axis (e/w), raise sun intensity, boost skylight fill, set fixed daytime (no time-of-day motion).
- [-] Fixed daytime lighting and basic ambience. **Implemented 2026-11-07**, pending screenshot approval. Demo map now has a fixed daytime rig in `Tools/ue_build_demo_map.py`: sun pitch −50 / yaw 120 (intensity 4, warm 255/245/230, atmosphere sun light), sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008), and a manual-exposure post-process volume (min = max brightness 1.0) so a shot cannot wash out or crush to black. Two root causes found while doing it: (a) **Blender flat diffuse colours do not survive the FBX→UE import** — every site mesh arrived white and the terrain arrived with `WorldGridMaterial`, which is what actually made the scene look blown out; explicit `M_Asphalt` / `M_Concrete` / `M_Ground` / `M_RoadPaint` materials are now created and assigned in the demo builder. (b) only **one of the three crossings** was reaching the game: each band was its own object and Blender renamed the duplicates `.001`/`.002`, which site assembly skips; all bands are now one `Crossing_Markings` object. Demo cameras also fixed: street-level sat inside the façade body, and the crossing camera aimed at the wrong crossing (s=36.6 instead of the designated s=130.1 at UE X −14956).
- [ ] Geographic attribution display ("© OpenStreetMap contributors" + license link).
### Repository publication
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@@ -50,6 +50,29 @@ def spawn(cls, loc, label, rot=None):
return actor
def ensure_material(asset_name, rgb):
"""Create/reuse a flat-colour material under /Game/Hollywood/Site.
Used where the FBX material round-trip does not survive import: the terrain
arrives with WorldGridMaterial (UE's bright default grid), which reads as a
blown-out white field under the demo sun.
"""
path = f"/Game/Hollywood/Site/{asset_name}"
if unreal.EditorAssetLibrary.does_asset_exist(path):
return unreal.EditorAssetLibrary.load_asset(path)
mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
asset_name, "/Game/Hollywood/Site", unreal.Material, unreal.MaterialFactoryNew())
node = unreal.MaterialEditingLibrary.create_material_expression(
mat, unreal.MaterialExpressionConstant3Vector)
node.set_editor_property("constant", unreal.LinearColor(rgb[0], rgb[1], rgb[2], 1.0))
unreal.MaterialEditingLibrary.connect_material_property(
node, "", unreal.MaterialProperty.MP_BASE_COLOR)
unreal.MaterialEditingLibrary.recompile_material(mat)
unreal.EditorAssetLibrary.save_loaded_asset(mat)
log(f"created material {asset_name} rgb={rgb}")
return mat
def clear(prefixes=()):
removed = 0
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
@@ -74,12 +97,87 @@ def build():
removed = clear(("Demo_", "PlayerStart", "Hero_Facade"))
log(f"cleared {removed} previous demo actors")
# --- lighting ---------------------------------------------------------
spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 2000), "Demo_Sun",
unreal.Rotator(pitch=-35.0, yaw=200.0, roll=0.0))
spawn(unreal.SkyLight, unreal.Vector(0, 0, 2000), "Demo_SkyLight")
# --- lighting: fixed daytime ------------------------------------------
# The demo is a fixed daytime scene, not a time-of-day simulation. Three
# things matter and each was wrong before:
#
# 1. Sun angle. The hero facade front faces -Y and the road faces +Z. A sun
# at yaw 120 / pitch -50 shines toward (-X, +Y, down), so it lights both
# the facade front and the carriageway instead of raking across them.
# 2. Exposure. Auto-exposure made the same road washed-out in one shot and
# near-black in the next, because each camera framed a different amount
# of sky. A manual-exposure post-process volume pins it.
# 3. Ambience. A height fog gives the street depth and hides the terrain
# edge that otherwise reads as a black band at the horizon.
sun = spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 2000), "Demo_Sun",
unreal.Rotator(pitch=-50.0, yaw=120.0, roll=0.0))
if sun:
comp = sun.get_component_by_class(unreal.DirectionalLightComponent)
if comp:
for prop, value in (
("intensity", 4.0),
("light_color", unreal.Color(r=255, g=245, b=230, a=255)),
("atmosphere_sun_light", True),
):
try:
comp.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"sun.{prop} not set: {exc!r}")
log("staged: Demo_Sun (pitch -50, yaw 120, intensity 4, warm)")
sky = spawn(unreal.SkyLight, unreal.Vector(0, 0, 2000), "Demo_SkyLight")
if sky:
comp = sky.get_component_by_class(unreal.SkyLightComponent)
if comp:
for prop, value in (("intensity", 2.6), ("real_time_capture", True)):
try:
comp.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"sky.{prop} not set: {exc!r}")
log("staged: Demo_SkyLight (intensity 2.6, real-time capture)")
spawn(unreal.SkyAtmosphere, unreal.Vector(0, 0, 0), "Demo_Sky")
log("staged: sun, sky light, sky atmosphere")
log("staged: Demo_Sky (sky atmosphere)")
fog = spawn(unreal.ExponentialHeightFog, unreal.Vector(0, 0, 0), "Demo_Fog")
if fog:
comp = fog.get_component_by_class(unreal.ExponentialHeightFogComponent)
if comp:
for prop, value in (
("fog_density", 0.008),
("fog_height_falloff", 0.15),
("start_distance", 3000.0),
):
try:
comp.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"fog.{prop} not set: {exc!r}")
log("staged: Demo_Fog (height fog, density 0.008)")
# Fixed exposure: without this the same road renders washed out or black
# depending on how much sky the camera frames. Pinning min == max brightness
# freezes the exposure at one value (the classic fixed-exposure trick);
# AEM_MANUAL with a bias was tried first and blew the frame out.
ppv = spawn(unreal.PostProcessVolume, unreal.Vector(0, 0, 0), "Demo_PostProcess")
if ppv:
ppv.set_editor_property("unbound", True)
settings = ppv.get_editor_property("settings")
for prop, value in (
("override_auto_exposure_method", True),
("auto_exposure_method", unreal.AutoExposureMethod.AEM_HISTOGRAM),
("override_auto_exposure_min_brightness", True),
("auto_exposure_min_brightness", 1.0),
("override_auto_exposure_max_brightness", True),
("auto_exposure_max_brightness", 1.0),
("override_auto_exposure_bias", True),
("auto_exposure_bias", 0.0),
):
try:
settings.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"pp.{prop} not set: {exc!r}")
ppv.set_editor_property("settings", settings)
log("staged: Demo_PostProcess (fixed exposure, min=max brightness 1.0)")
# --- hero facade on the measured building line ------------------------
hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
@@ -93,9 +191,21 @@ def build():
log("MISSING: SM_HeroFacade — run Tools/ue_hero_facade_import.py")
# --- site meshes, if they have been imported --------------------------
# Blender's flat diffuse colours do not survive FBX -> Unreal: Interchange
# builds a material with a default white base colour, and the terrain even
# lands with WorldGridMaterial. Every site surface therefore rendered white,
# which is what washed out the demo. Assign explicit colours per mesh here.
SURFACE_MATERIALS = {
"Terrain_DEM": ("M_Ground", (0.30, 0.28, 0.25)),
"Road_Hollywood": ("M_Asphalt", (0.055, 0.055, 0.06)),
"Sidewalk_South": ("M_Concrete", (0.52, 0.50, 0.47)),
"Sidewalk_North": ("M_Concrete", (0.52, 0.50, 0.47)),
"Kerb_South": ("M_Concrete", (0.52, 0.50, 0.47)),
"Kerb_North": ("M_Concrete", (0.52, 0.50, 0.47)),
"Crossing_Markings": ("M_RoadPaint", (0.80, 0.80, 0.78)),
}
imported = 0
for name in ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
"Kerb_South", "Kerb_North", "Crossing_Markings"):
for name, (mat_name, rgb) in SURFACE_MATERIALS.items():
mesh = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Site/{name}")
if mesh is None:
continue
@@ -103,8 +213,11 @@ def build():
if actor:
actor.static_mesh_component.set_static_mesh(mesh)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
mat = ensure_material(mat_name, rgb)
if mat:
actor.static_mesh_component.set_material(0, mat)
imported += 1
log(f"staged {imported} site meshes from /Game/Hollywood/Site")
log(f"staged {imported} site meshes with explicit surface materials")
# --- player start: north sidewalk, facing the hero frontage -------------
# Signs were measured from the imported meshes rather than assumed: the FBX
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@@ -258,8 +258,17 @@ try:
# 14 m back so the 14.5 m elevation fits: at 2 m the camera sees only
# the colonnade's underside.
("demo-spawn-view", unreal.Vector(-10722.5, -3500, 165), unreal.Vector(-10722.5, -1450, 700)),
("demo-street-level", unreal.Vector(-11000, -400, 165), unreal.Vector(-10722.5, -1450, 500)),
("demo-crossing", unreal.Vector(-23750, -1800, 480), unreal.Vector(-24291, -1400, 300)),
# Street level, from the north sidewalk: the old camera sat at Y -400,
# inside the facade body (which spans Y -1457..-200), so it looked at
# the unlit back face. Y -2600 is on the sidewalk in front of the lit
# elevation.
("demo-street-level", unreal.Vector(-10850, -2600, 170), unreal.Vector(-10722.5, -1450, 400)),
# The designated mid-block crossing. Street arc length runs from the
# west end (s=0 at X -27966 cm), so s=130.1 m is UE X -14956, not the
# -24291 the old camera used (that is the s=36.6 crossing). Camera sits
# on the north sidewalk looking along the crosswalk itself, which is
# the pedestrian's view and shows the zebra bars as bars.
("demo-crossing", unreal.Vector(-15250, -2500, 400), unreal.Vector(-14956, 400, 150)),
# the two north-side background buildings (TCL, Tussaud's) seen from
# the south sidewalk, across Hollywood Blvd: their frontage and mass.
("demo-north-buildings", unreal.Vector(-22800, -1000, 400), unreal.Vector(-22800, 3000, 300)),