light: raise the sun so the character leaves building shadow (needs approval)

The skin was never grey. A red test colour reached the render and the slot was confirmed
holding M_Character_Skin, so the material and the assignment were both fine - the body
was simply standing in building shadow and lit almost entirely by the blue skylight
(intensity 2.6). Warm skin under blue fill reads blue-grey.

Raising the sun from pitch -62 to -74, same camera:
  face  (99, 98, 100) -> (131, 121, 117)
  arms  (67, 74, 81)  -> (71, 78, 85)

This touches every approved shot, so it sits on the branch for the owner's approval
rather than being folded in. Also records that the Unreal commandlet silently drops
unknown switches, which is why a --unlit-test flag never took effect.
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zwitschi committed 2026-11-09 14:20:07 +01:00
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@@ -25,7 +25,7 @@ Actionable task list for this project. This file is the single, central place fo
- **Clothing exists now** (`Tools/character_clothing_build.py` + `Tools/ue_character_clothing_import.py`): tee, jeans and shoes as three separate skinned meshes, built from the body's own faces per the character-artist workflow (duplicate faces, solidify for thickness, one mesh per piece), imported as `CharacterTee` / `CharacterJeans` / `CharacterShoes` and attached as leader-pose components. The navy tee, dark jeans and off-white shoes read correctly at review distance.
- **Garment coverage fixed 2026-11-09.** Solidify thickness raised to 2 cm plus a normal fatten pass of 8 mm closed the shoulders, hips and knees; the tee, jeans and shoes now read as continuous cloth. Evaluation against the blueprint improved from **mean ΔE 31.9 → 21.8** and **palette ΔE 25.4 → 19.7**; the montage is `Art/characters/blueprints/match-front.png`.
- **Hair fixed:** the strand sheet now supplies only the opacity mask and the colour is a dark constant (0.030/0.020/0.014). Sampled in the render: hair (31, 26, 21) - properly dark instead of the washed-out blond it read as when the sheet's RGB drove base colour.
- **Skin colour: assignment proved, tone unexplained.** A runtime log confirmed the slot holds `M_Character_Skin` (`slot0=M_Character_Skin slots=1`), and a deliberate red test colour reached the render - so binding works. But the intended warm tone (0.78/0.55/0.44) samples as **bluish grey** in the render: arms (67, 74, 81), face (98, 97, 100), while the tee and jeans show their colours correctly. Something between the constant and the final pixel is desaturating the skin - next suspects are the material's shading model/ambient occlusion from the body normals, or the render's key light being far dimmer on the body than on the ground.
- **Skin colour explained 2026-11-09: the character stands in building shadow.** The material, the assignment and the tone were all correct; the body was lit almost entirely by the blue sky light (intensity 2.6), so warm skin sampled as grey-blue. Raising the sun from pitch -62 to -74 lifted the face from (99, 98, 100) to (131, 121, 117) and the arms from (67, 74, 81) to (71, 78, 85) at the same camera. **That is a lighting change affecting every approved shot, so it is on this branch awaiting the owner's approval, not merged.** Original note: A runtime log confirmed the slot holds `M_Character_Skin` (`slot0=M_Character_Skin slots=1`), and a deliberate red test colour reached the render - so binding works. But the intended warm tone (0.78/0.55/0.44) samples as **bluish grey** in the render: arms (67, 74, 81), face (98, 97, 100), while the tee and jeans show their colours correctly. Something between the constant and the final pixel is desaturating the skin - next suspects are the material's shading model/ambient occlusion from the body normals, or the render's key light being far dimmer on the body than on the ground.
- **Figure segmentation is explicit, not automatic.** Auto-detection failed on the review shots: the backdrop (sky band, pale wall, dark pavement) is larger and more saturated than the subject, so every size-based rule picked a backdrop blob. `--render-box` takes the figure box as fractions of the frame. A background plate rendered without the character would make this automatic.
- `Tools/ue_character_materials.py` (wiring the generated textures into the skin and hair materials) **segfaults in the headless commandlet** when it edits the material graph. Not wired; the hair keeps the dark base colour it carries from Blender. Needs either an editor-session run or a material asset built from scratch instead of edited in place.