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:
1 parent
121c0398b0
commit
830ce596fa
37 files changed
+241
-82
No files matched your search
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Reference in new issue
Block a user