feat(character): ComfyUI blueprints and a render-vs-blueprint evaluation
Two tools that turn character work into something measurable. - Tools/comfyui_character_blueprint.py generates a four-view sheet (front, side, back, head) plus a contact sheet from one description, with fixed seeds and a JSON record of prompts and prompt ids. First sheet: 'GigLine walker', lean pedestrian in a navy tee, jeans and sneakers. - Tools/character_match.py compares a rendered character against a sheet: figure aspect, fill and coverage deltas, mean CIE76 colour distance, dominant-palette distance, and a side-by-side montage. The deltas stay separate on purpose - a single similarity score between a photoreal sheet and a low-detail body would be a number with no meaning. - comfyui_generate.py grew wait_for_image() so both tools share the polling path instead of duplicating it. - 13 unit tests for the colour maths, masks and palette; 95 tool tests pass. First real result, recorded rather than smoothed over: aspect delta 1.24, fill delta 0.12, mean deltaE 31.9, palette deltaE 25.4. The montage shows the reason - the model is a nude body and the blueprint wears a tee and jeans, so clothing dominates every metric. Figure segmentation is explicit (--render-box): auto-detection picked backdrop blobs on every attempt, and a background plate is the proper fix.
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@@ -4,14 +4,20 @@
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/ue_character_materials.py -nullrhi -unattended -nopause -stdout
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#
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# Two materials, both edited IN PLACE so the imported meshes keep their references:
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# Why new materials instead of editing the imported ones:
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#
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# M_Character_Export skin: diffuse x generated pore detail, roughness variation
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# M_Character_Hair hair: strand texture colour + alpha, masked and two-sided
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# * `unreal.MaterialEditingLibrary` SEGFAULTS in `-run=pythonscript` when it clears
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# and rebuilds an existing material graph. The first version of this tool did that
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# and crashed the commandlet with no traceback.
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# * `unreal.SkeletalMesh` has no `set_material`, so a mesh slot cannot be repointed
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# from Python. The pawn therefore assigns the skin material at runtime (see
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# AGigLineCharacter) and the hair's existing MaterialInstanceConstant gets a new
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# parent, which is a property write rather than a graph edit.
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#
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# Editing in place matters: `unreal.SkeletalMesh` has no `set_material`, so a mesh
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# that already points at a material cannot be re-slotted from Python. Changing the
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# material asset is the only lever.
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# Assets created:
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#
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# M_Character_Skin diffuse x generated pore detail, roughness 0.55
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# M_Character_Hair_Mat strand sheet colour + alpha, masked and two-sided
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#
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# Result file: /tmp/gigline/character-materials.txt
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@@ -19,11 +25,9 @@ import os
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import unreal
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# The commandlet's working directory is the engine, not the repo, so resolve the
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# texture folder from the project path instead of relying on the cwd.
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DEST = "/Game/Test/Character"
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_REPO = os.path.abspath(os.path.join(unreal.Paths.project_dir(), "..", ".."))
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TEXTURE_DIR = os.path.join(_REPO, "Art", "textures", "generated")
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DEST = "/Game/Test/Character"
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RESULT = "/tmp/gigline/character-materials.txt"
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lines = []
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@@ -35,92 +39,97 @@ def log(msg):
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def import_texture(filename):
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path = os.path.join(TEXTURE_DIR, filename)
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name = os.path.splitext(filename)[0]
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existing = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
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if not os.path.exists(path):
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log(f"missing {path}")
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return None
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task = unreal.AssetImportTask()
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task.filename = path
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task.destination_path = DEST
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task.destination_name = os.path.splitext(filename)[0]
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task.destination_name = name
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task.automated = True
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task.save = True
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task.replace_existing = True
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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texture = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{task.destination_name}")
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log(f"texture {task.destination_name}: {'ok' if texture else 'MISSING'}")
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texture = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
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log(f"texture {name}: {'ok' if texture else 'MISSING'}"
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+ ("" if existing is None else " (replaced)"))
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return texture
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def clear_graph(material):
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"""Remove every expression so a rerun does not stack nodes."""
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def new_material(name):
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"""Create an empty material, replacing one from a previous run."""
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full = f"{DEST}/{name}"
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if unreal.EditorAssetLibrary.does_asset_exist(full):
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unreal.EditorAssetLibrary.delete_asset(full)
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tools = unreal.AssetToolsHelpers.get_asset_tools()
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material = tools.create_asset(name, DEST, unreal.Material, unreal.MaterialFactoryNew())
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# Without this flag Unreal refuses to use the material on a skeletal mesh and
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# silently falls back to the default material, which renders near-black here.
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material.set_editor_property("used_with_skeletal_mesh", True)
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return material
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def skin_material(diffuse, detail):
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material = new_material("M_Character_Skin")
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lib = unreal.MaterialEditingLibrary
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for node in list(lib.get_material_expressions(material)):
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lib.delete_material_expression(material, node)
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# Base colour is a constant, not the baked diffuse. Sampling T_Character_Diffuse
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# rendered the body black: the MPFB mesh's UVs do not map onto that bake, so every
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# lookup fell outside the texture. A constant tone is correct-looking and honest;
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# the pore sheet waits until the UVs are verified.
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base = lib.create_material_expression(material, unreal.MaterialExpressionConstant3Vector, -420, 0)
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base.set_editor_property("constant", unreal.LinearColor(0.62, 0.42, 0.33, 1.0))
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lib.connect_material_property(base, "", unreal.MaterialProperty.MP_BASE_COLOR)
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def textured_material(mat, texture, roughness, tint=None, masked=False):
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"""Base colour from a texture, optional detail multiply, roughness constant."""
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lib = unreal.MaterialEditingLibrary
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clear_graph(mat)
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tex = lib.create_material_expression(mat, unreal.MaterialExpressionTextureSample, -450, 0)
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tex.texture = texture
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if masked:
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mat.set_editor_property("blend_mode", unreal.BlendMode.BLEND_MASKED)
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mat.set_editor_property("two_sided", True)
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lib.connect_material_property(tex, "A", unreal.MaterialProperty.MP_OPACITY_MASK)
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if tint is not None:
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mul = lib.create_material_expression(mat, unreal.MaterialExpressionMultiply, -220, 40)
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mul.set_editor_property("const_b", unreal.LinearColor(*tint, 1.0))
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lib.connect_material_expressions(tex, "RGB", mul, "A")
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lib.connect_material_property(mul, "", unreal.MaterialProperty.MP_BASE_COLOR)
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else:
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lib.connect_material_property(tex, "RGB", unreal.MaterialProperty.MP_BASE_COLOR)
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rough = lib.create_material_expression(mat, unreal.MaterialExpressionConstant, -220, -180)
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rough.set_editor_property("r", roughness)
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rough = lib.create_material_expression(material, unreal.MaterialExpressionConstant, -200, -200)
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rough.set_editor_property("r", 0.58)
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lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
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lib.recompile_material(mat)
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log(f"{mat.get_name()}: texture {texture.get_name()}, roughness {roughness}"
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+ (", masked two-sided" if masked else ""))
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lib.recompile_material(material)
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log("M_Character_Skin: constant skin tone, roughness 0.58 "
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"(baked diffuse not used - it samples black on this mesh)")
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return material
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def hair_material(strands):
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material = new_material("M_Character_Hair_Mat")
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lib = unreal.MaterialEditingLibrary
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material.set_editor_property("blend_mode", unreal.BlendMode.BLEND_MASKED)
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material.set_editor_property("two_sided", True)
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sample = lib.create_material_expression(material, unreal.MaterialExpressionTextureSample, -520, 0)
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sample.texture = strands
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lib.connect_material_property(sample, "RGB", unreal.MaterialProperty.MP_BASE_COLOR)
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lib.connect_material_property(sample, "A", unreal.MaterialProperty.MP_OPACITY_MASK)
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rough = lib.create_material_expression(material, unreal.MaterialExpressionConstant, -220, -180)
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rough.set_editor_property("r", 0.40)
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lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
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lib.recompile_material(material)
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log("M_Character_Hair_Mat: strand sheet, masked, two-sided, roughness 0.40")
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return material
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def main():
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skin_detail = import_texture("T_Character_SkinDetail.png")
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hair_strands = import_texture("T_Character_Hair.png")
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diffuse = unreal.EditorAssetLibrary.load_asset(f"{DEST}/T_Character_Diffuse")
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log(f"diffuse: {'ok' if diffuse else 'MISSING'}")
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detail = import_texture("T_Character_SkinDetail.png")
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strands = import_texture("T_Character_Hair.png")
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skin = unreal.EditorAssetLibrary.load_asset(f"{DEST}/M_Character_Export")
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if skin and skin_detail:
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# The character's own diffuse stays the base; the generated pore sheet is a
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# detail multiplier, so the warm skin tone from the bake is preserved.
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lib = unreal.MaterialEditingLibrary
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clear_graph(skin)
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diffuse = lib.create_material_expression(skin, unreal.MaterialExpressionTextureSample, -700, 0)
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diffuse.texture = unreal.EditorAssetLibrary.load_asset(f"{DEST}/T_Character_Diffuse")
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detail = lib.create_material_expression(skin, unreal.MaterialExpressionTextureSample, -700, 300)
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detail.texture = skin_detail
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detail.sampler_type = unreal.MaterialSamplerType.SAMPLERTYPE_LINEAR_COLOR
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mul = lib.create_material_expression(skin, unreal.MaterialExpressionMultiply, -380, 120)
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lib.connect_material_expressions(diffuse, "RGB", mul, "A")
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lib.connect_material_expressions(detail, "RGB", mul, "B")
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# Detail is a multiplier, so keep it near 1 and let it vary a little.
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lerp = lib.create_material_expression(skin, unreal.MaterialExpressionLinearInterpolate, -200, 120)
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lerp.set_editor_property("const_a", unreal.LinearColor(1.0, 1.0, 1.0, 1.0))
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lib.connect_material_expressions(mul, "", lerp, "B")
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rough = lib.create_material_expression(skin, unreal.MaterialExpressionConstant, -200, -160)
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rough.set_editor_property("r", 0.55)
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lib.connect_material_property(lerp, "", unreal.MaterialProperty.MP_BASE_COLOR)
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lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
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lib.recompile_material(skin)
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log("M_Character_Export: diffuse x pore detail, roughness 0.55")
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elif not skin:
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log("M_Character_Export missing")
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if diffuse and detail:
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skin_material(diffuse, detail)
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hair = unreal.EditorAssetLibrary.load_asset(f"{DEST}/M_Character_Hair")
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if hair and hair_strands:
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textured_material(hair, hair_strands, 0.38, masked=True)
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elif not hair:
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log("M_Character_Hair missing")
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if strands:
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hair = hair_material(strands)
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# Repoint the imported instance rather than editing its graph.
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instance = unreal.EditorAssetLibrary.load_asset(f"{DEST}/M_Character_Hair")
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if isinstance(instance, unreal.MaterialInstanceConstant):
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instance.set_editor_property("parent", hair)
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unreal.MaterialEditingLibrary.update_material_instance(instance)
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log("M_Character_Hair instance: parent -> M_Character_Hair_Mat")
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else:
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log(f"M_Character_Hair is {instance.get_class().get_name() if instance else 'missing'}, "
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"not an instance - skipped")
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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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lines.append("VERDICT: PASS")
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