feat(hero): fluting and a recessed motto band; placement gets one source of truth

Hero detail:
- Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft
  (120 pieces) rather than boolean cuts - readable in silhouette and grazing light
  at a fraction of the cost.
- Motto band: real recess with a moulded surround 6 cm proud and the panel 12 cm
  behind, replacing the 8 cm dark stripe.
  Hero 148 parts/3044 tris -> 271/5492, still 14.50 m.

Placement bug this exposed (a real one, invisible in a render):
- ue_hero_facade_import.py carried its own hero position (-12024.5, -1450) from
  before the 0.1.0 frontage fix, so running the importer alone moved the hero 13 m
  east and onto the north side of the boulevard. Only symptom: the reference score
  fell 0.69 -> 0.56 and the 3x3 composition correlation flipped +0.54 -> -0.08.
- New Tools/ue_placement.py is the single source of truth (hero position, verified
  frontage spans, span validators). Both the importer and the demo builder use it;
  the import asserts the staged span and logs PLACEMENT ERROR otherwise.
- 11 new tests, including one that fails if the stale literal returns. 78 total.

Spawn-view score recovered to 0.72 (best yet); screenshots verified 4/4, packaged QA
all PASS.
This commit is contained in:
zwitschi committed 2026-11-08 22:12:44 +01:00
1 parent bc5da3a8ab
commit 92b477d340
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@@ -37,6 +37,15 @@
],
"evidence": "6 columns at 4.96 m centres (sibling notes x measured frontage)"
},
{
"object": "Hero_Flute_x120",
"dims_m": [
0.064,
0.064,
6.53
],
"evidence": "photographs: fluted shafts; 20 grooves per column modelled as shallow cylinders in the shadow tone rather than boolean cut grooves"
},
{
"object": "Hero_ColumnBase_x6",
"dims_m": [
@@ -104,10 +113,10 @@
"object": "Hero_MottoBand",
"dims_m": [
22.75,
0.08,
0.1,
0.85
],
"evidence": "photographs: motto panel above the colonnade"
"evidence": "photographs: motto panel above the colonnade, now an inset panel with a moulded surround rather than a flat stripe"
},
{
"object": "Hero_Medallion_x2",
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@@ -452,3 +452,25 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
storey spread is derived from the available height (`usable / storeys`) so the top
band always lands inside the building. Result: 6922 9 × 11, theatre 8 × 6,
6806 7 × 3, 6800 4 × 3, TCL 9 × 5.
## 2026-11-09 — hero fluting + motto band; and a silent placement divergence
- Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft
(120 pieces) rather than boolean cuts — the eye reads them in silhouette and
grazing light, booleans would cost far more for that. Motto band is now a real
recess: surround 6 cm proud, panel 12 cm behind (was an 8 cm dark stripe).
Hero 148 parts/3 044 tris -> 271/5 492, still 14.50 m.
- **The real find:** `ue_hero_facade_import.py` had its own hero position
`(-12024.5, -1450, 0)` — the pre-`0.1.0` value, before the frontage placement fix
moved the hero to `(-13336, +1307)`. Running the importer on its own therefore
teleported the hero **13 m east and onto the north side of the boulevard**, and
nothing complained: a displaced building still renders. The only symptom was the
reference score dropping 0.69 -> 0.56 with the 3x3 composition correlation
flipping +0.54 -> -0.08.
- Fix: `Tools/ue_placement.py` is now the single source of truth (hero position,
verified frontage spans, `span_error`/`describe_span_failure`). Both
`ue_hero_facade_import.py` and `ue_build_demo_map.py` import it, the import asserts
the staged span and logs `PLACEMENT ERROR` when it does not match, and tests assert
the stale literal cannot come back. Spawn-view score back to **0.72** (best yet).
- Lesson to keep: **duplicated placement constants drift silently.** The metric that
caught it was the composition correlation, not a visual review.
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@@ -18,7 +18,7 @@ The `0.1.4` kit, materials and theatre trim are signed off; these are the geomet
### Patch tasks
- [A] **Retail neighbours (6822 Budget, 6806–6820, 6800 Lee Drug) from their own references.** **Started 2026-11-09.** Fetched the one usable reference Commons holds for this run — `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA 4.0, 1920×953) — which shows 6800 **and** its neighbour at street level; the vision pre-check confirmed shopfronts and parapets are visible. The 18-frame theatre set cannot stand in for these façades, and Commons has nothing else for 6822 or 6806–6820, so per-building references for those two remain the blocker. **Kit layout fixed while here:** bay count was `round(width / 4.96)`, which gave 6922 thirteen bays across 65.8 m (a window every 4.96 m on a 37 m block) and left bare wall under the cornice; bays are now capped at 9 with the module widened, and the storey spread fills the available height (6922 9 × 11, 6806 7 × 3, 6800 4 × 3, theatre 8 × 6).
- [ ] **Hero façade: fluting and the motto band as geometry.** The colonnade is plain cylinders and the motto/medallions are flat panels; both are legible in the reference photography.
- [x] **Hero façade: fluting and the motto band as geometry.** **Done 2026-11-09.** Fluting: 20 grooves per column (thin shadow-tone cylinders set into the shaft, 120 pieces) instead of boolean cuts — it breaks the flat highlight at a fraction of the poly cost. Motto band: a real recess now, with a moulded surround standing 6 cm proud and the panel set 12 cm behind it, replacing the 8 cm dark stripe. Hero is 271 objects / 5 492 tris (from 148 / 3 044) and still 14.50 m. **En route it exposed a placement bug:** `ue_hero_facade_import.py` carried its own stale hero position `(-12024.5, -1450)` from before the `0.1.0` frontage fix, so running the importer alone moved the hero 13 m east and onto the north side — invisible in a render, and it dropped the reference score from 0.69 to 0.56. Placement now lives in `Tools/ue_placement.py` with span validators, asserted after every import (`span ok: X -14644..-12028`), and the spawn-view score recovered to **0.72**.
- [ ] **Blosm blockout cleaning pass.** Roofs and facades remain untextured volumes and the `setupScript` styles stay unused; with the kit carrying the elevations, this is now cleanup rather than a second façade system.
- [ ] **Re-measure 1440p performance** with 625 kit actors and 8 generated textures in the map. `0.1.0` measured 414 fps average, so there is headroom, but it has not been re-run since.
- [ ] Tag `v0.1.5` and write `CHANGELOG.md` entry; then remove this section.
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@@ -22,6 +22,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| `ue_stage_theatre_trim.py` | Imports the trim to `/Game/Hollywood/Theatre` and stages one actor per piece in the DemoMap with site materials; clears a previous run first. |
| `ue_apply_facade_kit.py` | Lays the kit over a building's street face from its own bounding box: bay count = round(width / 4.96), storeys from the height, shopfronts on the ground floor, windows above, pilasters on bay boundaries, cornice and parapet at the top. Clears a previous application first; unique labels per building. |
| `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_placement.py` | Single source of truth for where staged actors belong in the DemoMap (hero position, verified frontage spans) plus `span_error`/`describe_span_failure` validators. Exists because the hero position was written twice and drifted — the importer kept the pre-`0.1.0` value and moved the hero 13 m east onto the wrong side of the boulevard. No `unreal` import, so it is unit-tested. |
| `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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@@ -174,6 +174,20 @@ def build():
cap_z0 = HEIGHT - ENTABLATURE_H - PARAPET_H - CAPITAL_H
cylinder(f"Hero_Column_{i + 1}", x, -0.55, shaft_z0, cap_z0,
COLUMN_D / 2.0, stone)
# Fluting: 20 shallow grooves around the shaft, as the photographs show on
# the colonnade. Each flute is a thin cylinder set into the shaft surface;
# modelling them as grooves would need booleans on 6 columns for detail the
# eye reads only in silhouette and grazing light, so they are added mass in
# the *shadow* direction instead — cheap, and it breaks the flat highlight.
flutes = 20
flute_r = 0.032
for f in range(flutes):
ang = (2.0 * math.pi * f) / flutes
fx = x + (COLUMN_D / 2.0 - flute_r * 0.4) * math.cos(ang)
fy = -0.55 + (COLUMN_D / 2.0 - flute_r * 0.4) * math.sin(ang)
cylinder(f"Hero_Flute_{i + 1}_{f + 1}", fx, fy, shaft_z0 + 0.05,
cap_z0 - 0.05, flute_r, stone_dark, vertices=6)
# Capital block, then the square abacus that carries the architrave.
# The abacus takes the top 0.14 m of the capital zone so the colonnade
# still ends at HEIGHT - ENTABLATURE_H - PARAPET_H (proportion unchanged).
@@ -185,6 +199,9 @@ def build():
1.30, 1.30, abacus_h, stone)
note("Hero_Column_x6", (COLUMN_D, COLUMN_D, HEIGHT - ENTABLATURE_H - PARAPET_H - PEDESTAL_H),
f"6 columns at {COLUMN_BAY} m centres (sibling notes x measured frontage)")
note("Hero_Flute_x120", (0.064, 0.064, cap_z0 - shaft_z0),
"photographs: fluted shafts; 20 grooves per column modelled as shallow "
"cylinders in the shadow tone rather than boolean cut grooves")
note("Hero_ColumnBase_x6", (1.36, 1.36, 0.22),
"assumption: Ionic base moulding; photographs show a wider base at the shaft foot")
note("Hero_Abacus_x6", (1.30, 1.30, 0.14),
@@ -223,10 +240,22 @@ def build():
FRONTAGE_W, 1.2, PARAPET_H, stone)
note("Hero_Parapet", (FRONTAGE_W, 1.2, PARAPET_H), "assumption: parapet carries the motto band")
# Motto band: a recessed panel across the parapet, as the photographs show.
cube("Hero_MottoBand", 0.0, -1.32, HEIGHT - PARAPET_H / 2.0,
FRONTAGE_W - 3.0, 0.08, 0.85, stone_dark)
note("Hero_MottoBand", (FRONTAGE_W - 3.0, 0.08, 0.85), "photographs: motto panel above the colonnade")
# Motto band: a recessed panel across the parapet with a moulded surround, as
# the photographs show. The panel was a 8 cm stripe of dark stone; it is now a
# real recess — surround frame standing 6 cm proud, panel set 12 cm behind it —
# so it reads as an inscription panel from the street instead of a paint line.
motto_z = HEIGHT - PARAPET_H / 2.0
motto_w = FRONTAGE_W - 3.0
for x_off in (-(motto_w / 2.0 + 0.16), (motto_w / 2.0 + 0.16)):
cube(f"Hero_MottoSurround_v{int(x_off > 0)}", x_off, -1.13, motto_z,
0.32, 0.26, 1.15, stone)
for z_off in (-0.575, 0.575):
cube(f"Hero_MottoSurround_h{int(z_off > 0)}", 0.0, -1.13, motto_z + z_off,
motto_w + 0.64, 0.26, 0.32, stone)
cube("Hero_MottoBand", 0.0, -1.06, motto_z, motto_w, 0.10, 0.85, stone_dark)
note("Hero_MottoBand", (motto_w, 0.10, 0.85),
"photographs: motto panel above the colonnade, now an inset panel with a "
"moulded surround rather than a flat stripe")
# Medallions either side of the inscription: discs on the parapet face, not
# pancakes on the coping (see disc_on_wall).
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@@ -0,0 +1,86 @@
"""Tests for Tools/ue_placement.py — the single source of truth for placement.
A regression test for a real bug: `ue_hero_facade_import.py` carried its own hero
position (the pre-0.1.0 one) while `ue_build_demo_map.py` staged the verified one.
Running the importer moved the hero 13 m east and onto the north side of the
boulevard, and nothing complained because a displaced building still renders.
"""
import os
import sys
import unittest
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
sys.path.insert(0, os.path.join(ROOT, "Tools"))
import ue_placement # noqa: E402
class HeroPlacementTest(unittest.TestCase):
def test_hero_actor_name(self):
self.assertEqual(ue_placement.HERO_ACTOR, "Hero_Facade")
def test_hero_location_is_the_verified_building_line(self):
x, y, z = ue_placement.HERO_LOCATION_CM
self.assertEqual((x, y, z), (-13336.0, 1307.0, 0.0))
# North is -Y in Unreal, so the hero on the south side must have Y > 0.
self.assertGreater(y, 0.0, "hero must be on the south side (Y > 0)")
def test_hero_span_is_verified(self):
# The mesh spans -1308..+1308 cm in X about its origin.
lo = ue_placement.HERO_LOCATION_CM[0] - 1308.0
hi = ue_placement.HERO_LOCATION_CM[0] + 1308.0
exp_min, exp_max, ok = ue_placement.span_error("hero", lo, hi)
self.assertTrue(ok)
# The mesh spans exactly the verified footprint, so the two agree.
self.assertAlmostEqual(exp_min, lo, delta=ue_placement.SPAN_TOLERANCE_CM)
self.assertAlmostEqual(exp_max, hi, delta=ue_placement.SPAN_TOLERANCE_CM)
class SpanValidatorTest(unittest.TestCase):
def test_misplaced_hero_is_reported(self):
# The exact failure observed: the stale import position put the hero here.
lo, hi = -13332.0, -10716.0
exp_min, exp_max, ok = ue_placement.span_error("hero", lo, hi)
self.assertFalse(ok)
message = ue_placement.describe_span_failure("hero", lo, hi)
self.assertIn("does not match the verified", message)
self.assertIn(f"{exp_min:.0f}", message)
def test_correct_span_reports_nothing(self):
self.assertEqual(ue_placement.describe_span_failure("hero", -14644, -12028), "")
def test_within_tolerance_passes(self):
# 99 cm off is inside the ±100 cm tolerance.
self.assertTrue(ue_placement.span_error("6922", -24276 + 99, -17700 - 99)[2])
def test_outside_tolerance_fails(self):
self.assertFalse(ue_placement.span_error("6922", -24276 + 101, -17700)[2])
def test_unknown_building_raises(self):
with self.assertRaises(KeyError):
ue_placement.span_error("no-such-building", 0, 0)
def test_every_frontage_span_is_ordered(self):
for name, (lo, hi) in ue_placement.FRONTAGE_SPANS_CM.items():
self.assertLess(lo, hi, f"{name} span is inverted")
class SingleSourceOfTruthTest(unittest.TestCase):
"""The import script and the demo builder must not carry their own literals."""
def test_import_script_uses_the_shared_constant(self):
src = open(os.path.join(ROOT, "Tools", "ue_hero_facade_import.py"),
encoding="utf-8").read()
self.assertIn("ue_placement.HERO_LOCATION_CM", src)
self.assertNotIn("(-12024.5, -1450.0, 0.0)", src,
"the stale pre-0.1.0 hero position must not come back")
def test_demo_builder_uses_the_shared_constant(self):
src = open(os.path.join(ROOT, "Tools", "ue_build_demo_map.py"),
encoding="utf-8").read()
self.assertIn("ue_placement.HERO_LOCATION_CM", src)
if __name__ == "__main__":
unittest.main()
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@@ -23,6 +23,8 @@ 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__), ".."))
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import ue_placement # noqa: E402
RESULT = "/tmp/gigline/demo-map.txt"
lines = []
@@ -401,7 +403,7 @@ def build():
# the NORTH side of the street, which only looked right while it stood alone.
hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
if hero:
actor = spawn(unreal.StaticMeshActor, unreal.Vector(-13336.0, 1307.0, 0.0), "Hero_Facade")
actor = spawn(unreal.StaticMeshActor, unreal.Vector(*ue_placement.HERO_LOCATION_CM), ue_placement.HERO_ACTOR)
if actor:
actor.static_mesh_component.set_static_mesh(hero)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
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@@ -19,14 +19,19 @@ import unreal
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import ue_common # noqa: E402
import ue_placement # noqa: E402
FBX = "/tmp/gigline/hero-facade.fbx"
DEST = "/Game/Hollywood/ElCapitan"
ACTOR_LABEL = "Hero_Facade"
ACTOR_LABEL = ue_placement.HERO_ACTOR
LEVEL = "/Game/Hollywood/DemoMap"
# Unreal centimetres: south-east corner of the façade, on the building line.
PLACEMENT_CM = (-12024.5, -1450.0, 0.0)
# Placement lives in Tools/ue_placement.py. It used to be a literal here, and it
# drifted from ue_build_demo_map.py: this file kept the pre-0.1.0 position
# (-12024.5, -1450) while the builder staged (-13336, 1307), so running the importer
# on its own moved the hero 13 m east and onto the north side of the boulevard.
PLACEMENT_CM = ue_placement.HERO_LOCATION_CM
RESULT = "/tmp/gigline/hero-facade-import.txt"
lines = []
@@ -118,6 +123,17 @@ def measure_and_place():
comp.set_static_mesh(asset)
comp.set_mobility(unreal.ComponentMobility.STATIC)
log(f"placed {ACTOR_LABEL} at {PLACEMENT_CM} (cm) on {LEVEL}")
# Prove it landed on its verified footprint, not merely that it spawned.
box = asset.get_bounding_box() if asset else None
if box:
lo = box.min.x + PLACEMENT_CM[0]
hi = box.max.x + PLACEMENT_CM[0]
problem = ue_placement.describe_span_failure("hero", lo, hi)
if problem:
log(f"PLACEMENT ERROR: {problem}")
else:
log(f"span ok: X {lo:.0f}..{hi:.0f}")
_make_map_writable(LEVEL)
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
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@@ -0,0 +1,65 @@
#!/usr/bin/env python3
"""Single source of truth for where staged actors belong in the DemoMap.
This exists because the same value was written in two places and they drifted:
`ue_hero_facade_import.py` kept the pre-`0.1.0` position `(-12024.5, -1450)` while
`ue_build_demo_map.py` staged the hero at `(-13336, 1307)`. Running the importer on
its own therefore moved the hero **13 m east and onto the north side of the
boulevard** — and nothing complained, because a displaced building still renders.
The values are Unreal centimetres, absolute world space. Every one of them is
verified against `Geo/verification/2026-11-06-el-capitan-block.md` and probed by
`Tools/visual_loop.py --verify` (via the demo screenshot expectations) and by the
world-span probes recorded in `MEMORY.md`.
Keep this file boring: constants and one validator, no `unreal` import, so it can
be unit-tested on the host.
"""
from __future__ import annotations
# The hero façade sits INSIDE the frontage gap between 6902 (ends at -17749) and
# the El Capitan Theatre (starts at -12082), so its actor origin is the measured
# building line. The mesh is authored with its front plane 7 cm ahead of the actor
# origin, which is why the X here is the frontage centre and Y is the building line.
HERO_ACTOR = "Hero_Facade"
HERO_LOCATION_CM = (-13336.0, 1307.0, 0.0)
# Tolerance for the span probe: the verified footprints are within ~1 m.
SPAN_TOLERANCE_CM = 100.0
# Expected world span per frontage actor (min X, max X), from the block
# verification notes. Used to prove a staged building is on its own footprint
# rather than merely present.
FRONTAGE_SPANS_CM = {
"6922": (-24276.0, -17700.0),
"6902": (-17749.0, -14591.0),
"hero": (-14644.0, -12028.0),
"6838": (-12082.0, -8210.0),
"6822": (-7854.0, -7252.0),
"6806": (-6608.0, -3307.0),
"6800": (-3320.0, -1437.0),
}
def span_error(name: str, observed_min: float, observed_max: float):
"""Return (expected_min, expected_max, ok) for an observed building span.
`name` is a key of `FRONTAGE_SPANS_CM`; `ok` is False when either edge is more
than `SPAN_TOLERANCE_CM` from the verified value.
"""
if name not in FRONTAGE_SPANS_CM:
raise KeyError(f"unknown building {name!r}; known: {sorted(FRONTAGE_SPANS_CM)}")
exp_min, exp_max = FRONTAGE_SPANS_CM[name]
ok = (abs(observed_min - exp_min) <= SPAN_TOLERANCE_CM
and abs(observed_max - exp_max) <= SPAN_TOLERANCE_CM)
return exp_min, exp_max, ok
def describe_span_failure(name: str, observed_min: float, observed_max: float) -> str:
"""A one-line message for a misplaced building, or "" when it is correct."""
exp_min, exp_max, ok = span_error(name, observed_min, observed_max)
if ok:
return ""
return (f"{name}: span X {observed_min:.0f}..{observed_max:.0f} does not match the "
f"verified {exp_min:.0f}..{exp_max:.0f} (±{SPAN_TOLERANCE_CM:.0f} cm)")