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
+12
-6
@@ -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
|
||||
|
||||
|
||||
Reference in new issue
Block a user