feat(materials): masonry coursing, glass/banner materials, per-slot assignment, telephoto elevations
0.1.4 materials pass plus the camera fix levelling exposed. Materials (Tools/ue_build_demo_map.py): - ensure_material() gains optional masonry coursing (world-space course height, joint band, joint tint) and roughness variation, so facades read as coursed stone/stucco instead of one flat specular plane. - WorldPosition is in centimetres: course heights in metres are scaled by 100 (the first attempt divided by 0.55 and the coursing was invisible). - connect_material_expressions returns False rather than raising, so every link now goes through a link() helper that logs failures; UE has no MaterialExpressionLess, so the joint mask is Frac -> Divide -> OneMinus -> Clamp. - New materials: M_FacadeStoneShadow, M_FacadeGlass (specular 0.62 ~ IOR 1.5), M_FacadeBanner. - Material assignment is now per SLOT keyed on the imported slot material name. It was slot-0 only, which on the hero is the banner, so stone, shadow stone and glazing still wore flat Blender materials. Hero now 4/4 slots. Cameras (GigLineShotActor + ue_build_review_map): - Optional per-shot ShotFieldOfView; the shot tuples take a 4th element. - Elevations use a 42-55 deg lens from across the street: with the cameras levelled (0.1.2 follow-up) the building was small in frame, and tilting to fill it is what breaks the verticals. hero-facade-front sky 39% -> 20%, demo-spawn-view 23% -> 16%. Screenshots re-rendered for the whole set.
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@@ -1,6 +1,7 @@
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#include "GigLineShotActor.h"
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#include "Camera/CameraActor.h"
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#include "Camera/CameraComponent.h"
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#include "Engine/World.h"
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#include "GameFramework/PlayerController.h"
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#include "UnrealClient.h"
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@@ -83,6 +84,15 @@ void AGigLineShotActor::NextShot()
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Params.ObjectFlags |= RF_Transient;
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CurrentCamera = GetWorld()->SpawnActor<ACameraActor>(
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ACameraActor::StaticClass(), ShotLocations[CurrentShot], ShotRotations[CurrentShot], Params);
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if (ShotFieldOfView.IsValidIndex(CurrentShot) && ShotFieldOfView[CurrentShot] > 0.0f)
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{
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if (UCameraComponent* Cam = CurrentCamera->GetCameraComponent())
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{
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// Long lens for elevations: fills the frame from across the street
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// without pitching the camera, so verticals stay parallel.
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Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]);
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}
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}
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PlayerController->SetViewTarget(CurrentCamera);
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SettleCountdown = SettleSeconds;
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@@ -36,6 +36,16 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FString> ShotNames;
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/**
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* Optional per-shot field of view (degrees), same index as ShotLocations.
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* Zero or missing entries keep the engine default (90 deg). Elevation shots
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* taken from across the street need a long lens: a level camera 45 m out with
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* the default FOV leaves the building small in frame, and tilting it up to fill
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* the frame is what breaks the verticals.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<float> ShotFieldOfView;
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/** Seconds to let the view target settle before the capture. Resolution comes from the runner's -ResX/-ResY. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float SettleSeconds = 0.35f;
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