lighting: fixed daytime rig, real surface materials, dynamic lights
Completes "Fixed daytime lighting and basic ambience" for 0.1.0. All 14 screenshots approved by the owner. Lighting rig (Tools/ue_build_demo_map.py): - Sun pitch -50 / yaw 120, intensity 4, warm (255/245/230), atmosphere sun light - Sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008) - Unbound post-process volume with fixed exposure (min == max brightness) so a shot cannot wash out or crush to black depending on how much sky it frames - Dynamic-only: r.AllowStaticLighting=False plus MOVABLE lights and mesh components, so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer fires and nothing needs baking Bugs found and fixed on the way: - Blender diffuse colours do not survive the FBX -> Unreal import: every site material arrived white and the terrain arrived with WorldGridMaterial, which is what actually made the scene look blown out. The demo builder now creates and assigns M_Asphalt, M_Concrete, M_Ground and M_RoadPaint. - Only one of the three crossings reached the game: each zebra band was its own object, so Blender renamed the duplicates .001/.002 and exact-name site assembly skipped them. All bands are now one Crossing_Markings mesh. - Demo cameras: street-level sat inside the facade body (rendering its unlit back face) and the crossing camera aimed at the s=36.6 crossing instead of the designated s=130.1 (UE X -14956). - The terrain had no material and imported as a bright default grid. - Cleared a committed Android File Server SecurityToken (plugin disabled and shipping-excluded; the value must stay empty). Docs: - Screenshots/README.md: one consolidated table for all 14 shots with map, camera view and description; all approved. - MEMORY.md: records the material-import, exposure, light_color struct, band-naming, camera-bounds and lighting-build traps. - TODO.md: lighting item marked done. Squash of branch gameplay-lighting-0.1.0 (PR #3).
This commit is contained in:
1 parent
1dbe737b85
commit
accf3a5306
38 files changed
+318
-126
No files matched your search
+36
-37
@@ -17,46 +17,45 @@ camera list via `AGigLineShotActor`, captures each shot, copies the PNGs here
|
||||
and exits — about a minute. The camera list lives in
|
||||
`Tools/ue_build_review_map.py`; add new shots there, remove retired ones here.
|
||||
|
||||
> Naming: shots use their stable camera name (no index prefix), so adding or
|
||||
> reordering cameras never renumbers files or orphans the old ones. Click an
|
||||
> image for the full-size PNG.
|
||||
|
||||
## Shot list
|
||||
|
||||
All ☑ approved 2026-11-07.
|
||||
|
||||
| # | File | Preview | Map | View | What it shows |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| 1 | `review-overview.png` | [<img src="review-overview.png" alt="overview" width="180">](review-overview.png) | Review | 7 m up, NE | Whole review layout: character + both cubes on the floor |
|
||||
| 2 | `review-character.png` | [<img src="review-character.png" alt="character" width="180">](review-character.png) | Review | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane |
|
||||
| 3 | `review-scale-cubes.png` | [<img src="review-scale-cubes.png" alt="scale cubes" width="180">](review-scale-cubes.png) | Review | south | Floating vs grounded cube: cast vs contact shadow |
|
||||
| 4 | `review-player-placement.png` | [<img src="review-player-placement.png" alt="player placement" width="180">](review-player-placement.png) | Review | spawn | The `AGigLineCharacter` pawn, capsule height and landing |
|
||||
| 5 | `review-npc-prefab.png` | [<img src="review-npc-prefab.png" alt="npc prefab" width="180">](review-npc-prefab.png) | Review | mid, west | The `AGigLineNPCPerson` prefab: collision capsule + visible MPFB body, feet on Z 0 |
|
||||
| 6 | `review-ground-contact.png` | [<img src="review-ground-contact.png" alt="ground contact" width="180">](review-ground-contact.png) | Review | knee height, feet | Floating/sinking character is obvious here |
|
||||
| 7 | `review-shadow-compare.png` | [<img src="review-shadow-compare.png" alt="shadow compare" width="180">](review-shadow-compare.png) | Review | low angle | Detached (floating) vs touching (grounded) shadows |
|
||||
| 8 | `review-hero-portals.png` | [<img src="review-hero-portals.png" alt="hero portals" width="180">](review-hero-portals.png) | Review | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth |
|
||||
| 9 | `review-hero-facade-front.png` | [<img src="review-hero-facade-front.png" alt="hero facade front" width="180">](review-hero-facade-front.png) | Review | road side, straight-on | Hero façade elevation and column rhythm |
|
||||
| 10 | `review-hero-facade-oblique.png` | [<img src="review-hero-facade-oblique.png" alt="hero facade oblique" width="180">](review-hero-facade-oblique.png) | Review | north-west | Body depth and column line standing proud of the mass |
|
||||
| 11 | `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="180">](demo/review-demo-spawn-view.png) | Demo | spawn point | Spawn view from the north sidewalk: the hero façade across the road under fixed daytime light |
|
||||
| 12 | `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="180">](demo/review-demo-street-level.png) | Demo | eye height, north side | The façade colonnade and columns, sunlit with cast shadows |
|
||||
| 13 | `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="180">](demo/review-demo-crossing.png) | Demo | along the crosswalk | The designated mid-block crossing at s=130 m (UE X -14956): three continental zebra bars on the asphalt, kerbs flushed to ramps |
|
||||
| 14 | `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="180">](demo/review-demo-north-buildings.png) | Demo | across the Blvd | North-side background buildings (TCL, Tussaud's), lit against the sky |
|
||||
|
||||
## Scene conventions
|
||||
|
||||
- **Floor**: 160 m square, top face at Z 0. The character measures Z 0..83 cm.
|
||||
- **Review map** (`/Game/Test/ReviewMap`): 160 m floor, top face at Z 0; the
|
||||
character measures Z 0..83 cm. One warm key light plus sky fill.
|
||||
- **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.
|
||||
|
||||
## Review-map shots
|
||||
|
||||
All ☑ approved 2026-11-07 (re-rendered with the character and cubes restored;
|
||||
user visual check passed).
|
||||
|
||||
> Naming: shots use their stable `Tools/ue_build_review_map.py` camera name (no
|
||||
> index prefix), so adding or reordering cameras never renumbers files or
|
||||
> orphans the old ones. Click an image for the full-size PNG.
|
||||
|
||||
| File | Preview | View | What it shows |
|
||||
| --- | --- | --- | --- |
|
||||
| `review-overview.png` | [<img src="review-overview.png" alt="overview" width="200">](review-overview.png) | 7 m up, NE | Whole review layout: character + both cubes on the floor |
|
||||
| `review-character.png` | [<img src="review-character.png" alt="character" width="200">](review-character.png) | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane |
|
||||
| `review-scale-cubes.png` | [<img src="review-scale-cubes.png" alt="scale cubes" width="200">](review-scale-cubes.png) | south | Floating vs grounded cube: cast vs contact shadow |
|
||||
| `review-player-placement.png` | [<img src="review-player-placement.png" alt="player placement" width="200">](review-player-placement.png) | spawn | The `AGigLineCharacter` pawn, capsule height and landing |
|
||||
| `review-npc-prefab.png` | [<img src="review-npc-prefab.png" alt="npc prefab" width="200">](review-npc-prefab.png) | mid, west | The `AGigLineNPCPerson` prefab: collision capsule + visible MPFB body, feet on Z 0 (**new 2026-11-07**) |
|
||||
| `review-ground-contact.png` | [<img src="review-ground-contact.png" alt="ground contact" width="200">](review-ground-contact.png) | knee height, feet | Floating/sinking character is obvious here |
|
||||
| `review-shadow-compare.png` | [<img src="review-shadow-compare.png" alt="shadow compare" width="200">](review-shadow-compare.png) | low angle | Detached (floating) vs touching (grounded) shadows |
|
||||
| `review-hero-portals.png` | [<img src="review-hero-portals.png" alt="hero portals" width="200">](review-hero-portals.png) | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth |
|
||||
| `review-hero-facade-front.png` | [<img src="review-hero-facade-front.png" alt="hero facade front" width="200">](review-hero-facade-front.png) | road side, straight-on | Hero façade elevation and column rhythm |
|
||||
| `review-hero-facade-oblique.png` | [<img src="review-hero-facade-oblique.png" alt="hero facade oblique" width="200">](review-hero-facade-oblique.png) | north-west | Body depth and column line standing proud of the mass |
|
||||
|
||||
## Demo-map views
|
||||
|
||||
Rendered from `/Game/Hollywood/DemoMap`, the walkable level. Click an image for the full-size PNG.
|
||||
|
||||
| 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 map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun at pitch −50 /
|
||||
yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed
|
||||
exposure. 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.
|
||||
- **Lighting is dynamic-only** (`r.AllowStaticLighting=False`, all lights
|
||||
Movable), so no lighting build is ever required.
|
||||
|
||||
## What to look for
|
||||
|
||||
@@ -73,4 +72,4 @@ Rendered from `/Game/Hollywood/DemoMap`, the walkable level. Click an image for
|
||||
- Banners and window panels float detached from the colonnade wall (next
|
||||
modelling pass).
|
||||
- Between kerb and building line, the walkable surface is the terrain mesh, not
|
||||
a modelled pavement.
|
||||
a modelled pavement.
|
||||
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.
Binary file not shown.
Reference in new issue
Block a user