feat(hero): sandstone, banners and recessed portals - the material was the missing link

Iterated the loop five times against Art/reference/hero-masonic/. What took the iterations was the material,
not the geometry:

- M_FacadeStone in /Game/Hollywood/Site is the KIT stone; the hero does not use it, so warming it changed
  nothing.
- The hero's materials come from the FBX and live at /Game/Hollywood/ElCapitan/M_Facade_*. Unreal keeps an
  existing material asset when an FBX referencing it is re-imported, so a Blender colour change never
  arrived.
- Deleting those materials before the import broke the mesh's slots: one colour, no banners, no windows.

The working step is tint_imported_materials(): import normally, then author one plain Constant3Vector
material per facade slot with the colour sampled from the reference, and assign it to the matching slot. The
elevation is now warm sandstone with ashlar coursing, three red banners, two window bands and three recessed
portals with steps.

Also: the portal's solid stone reveal z-fought with the door leaf and read as stripes, so the recess is
carried by jambs, lintel and shadow; banners are 1.35 x 6.2 m hung from 7.2 m instead of 1.55 x 5.4.

Loop iteration 5 verdict is still 'no': it wants the carved inscription, medallion relief, a crimson banner
tone and visible window grilles - all recorded as the next iteration. Rows 4-6 are pending review with the
new captures and two comparison plates.
This commit is contained in:
zwitschi committed 2026-11-10 09:05:48 +01:00
1 parent 19ed4fefd4
commit bf7dfe1052
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@@ -20,10 +20,10 @@ REFERENCE="${REFERENCE:-Art/reference/hero-masonic/02-masonictemple01.jpg}"
step() { printf '\n== %s\n' "$1"; }
step "1/5 blender files writable"
step "1/6 blender files writable"
find Art -name '*.blend*' -exec chmod u+w {} \;
step "2/5 build the facade"
step "2/6 build the facade"
LD_LIBRARY_PATH="$BLENDER_FILES/blender/lib" "$BLENDER_FILES/blender/blender" -b --factory-startup \
--python Tools/hero_facade_build.py -- \
--out /tmp/gigline/hero-facade.fbx \
@@ -32,16 +32,22 @@ LD_LIBRARY_PATH="$BLENDER_FILES/blender/lib" "$BLENDER_FILES/blender/blender" -b
> /tmp/gigline/hero-build.log 2>&1 || { echo "build failed - see /tmp/gigline/hero-build.log"; exit 1; }
grep -E 'exported FBX' /tmp/gigline/hero-build.log || { echo "no FBX written"; exit 1; }
step "3/5 import into Unreal"
step "3/6 import into Unreal"
"$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$UPROJECT" -run=pythonscript \
-script="$(pwd)/Tools/ue_hero_facade_import.py" -nullrhi -unattended -nopause -stdout \
> /tmp/gigline/hero-import.log 2>&1
grep -q 'save_map' /tmp/gigline/hero-facade-import.txt || { echo "import failed - see /tmp/gigline/hero-facade-import.txt"; exit 1; }
step "4/5 render the capture set"
step "4/6 rebuild DemoMap (materials live in the map builder)"
"$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$UPROJECT" -run=pythonscript \
-script="$(pwd)/Tools/ue_build_demo_map.py" -nullrhi -unattended -nopause -stdout \
> /tmp/gigline/hero-demomap.log 2>&1
grep -q 'save_map' /tmp/gigline/demo-map.txt || { echo "demo map rebuild failed - see /tmp/gigline/demo-map.txt"; exit 1; }
step "5/6 render the capture set"
bash Tools/render_screenshots.sh > /tmp/gigline/hero-render.log 2>&1 || { echo "render failed - see /tmp/gigline/hero-render.log"; exit 1; }
step "5/5 judge and compare"
step "6/6 judge and compare"
python3 Tools/judge_screenshot.py --image "Screenshots/review/${SHOT}.png" \
--expect "A neoclassical Masonic temple facade: warm yellow-grey sandstone with horizontal ashlar courses, six giant fluted Ionic columns on square pedestals, three tall red vertical banners reading JIMMY KIMMEL LIVE hanging between the columns, dark lattice metal grilles in the window bays behind the colonnade, three recessed dark entrance doorways with steps, above the columns a carved inscription band flanked by two round medallions, topped by a crested parapet." \
| tee /tmp/gigline/hero-judge.txt | tail -2