feat(kit): façade module kit at the 4.96 m bay, assembled onto eight buildings

- Tools/facade_kit_build.py: the reusable kit (pilaster, sill, lintel, window bay,
  shopfront bay, door bay, cornice, parapet + coping) at the measured 4.96 m bay
  and 3.10 m storey; 16 meshes exported per object through the shared preset with
  a JSON part report recording dims and evidence.
- Tools/ue_import_facade_kit.py: imports to /Game/Hollywood/Kit with
  complex-as-simple collision, so thin panes keep their real faces.
- Tools/ue_apply_facade_kit.py: assembles from each building's own bounding box
  (bays = round(width/4.96), storeys above the ground floor) with shopfronts at
  street level, windows above, pilasters on bay boundaries, cornice and parapet at
  the top. Clears a previous application; unique labels per building.
  638 pieces across six frontage buildings and both north buildings.

Two bugs fixed en route: the window piece was modelled entirely at +Y so it sat
inside the solid wall and was invisible (now projects 3 cm proud with glazing
6 cm inset), and clearing materials mid-build invalidated handles.

Screenshots re-rendered; window rhythm now reads (edge transitions per row rose
from flat to ~197 on the spawn view).
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zwitschi committed 2026-11-08 19:12:45 +01:00
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@@ -16,7 +16,7 @@ Suggested blender skills: **procedural-modeling** + **geometry-nodes** (the faç
### Patch tasks - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `facades-0.1.4`)
- [ ] **Finish the Blosm blockout cleaning/detailing (moved from the deferred `0.1.0` item).** Import state: `Art/blender/blockout/blockout-2026-11-06.blend` (86 meshes, EPSG:26911, 0.0 cm affine residual) with cleaning tooling in `Geo/tools/` and `Art/blender/blockout/blosm_blockout.py`. To do here: (a) untextured roofs/facades → **Replace placeholder materials** below; (b) Blosm `setupScript` façade styles → **Give OSM buildings a façade style** below; (c) the 3 of 15 buildings lacking height data are the `0.1.2` placeholder-heights item.
- [ ] **Define the façade module.** One set of reusable pieces (bay, pilaster, cornice, parapet, window, shopfront, door) at a fixed module, exported with the `ue_metric_v1` preset so every building assembles from the same kit.
- [x] **Define the façade module.** **Done 2026-11-09.** `Tools/facade_kit_build.py` builds the kit at the measured **4.96 m bay**: pilaster, sill, lintel, window bay (surround + inset glazing), shopfront bay (piers, glass, fascia), door bay (jambs, door, threshold), cornice and parapet + coping — 16 meshes, each exported through the shared `ue_metric_v1` preset with a JSON part report recording dims and evidence. `Tools/ue_import_facade_kit.py` imports to `/Game/Hollywood/Kit`. `Tools/ue_apply_facade_kit.py` assembles it from each building's own bounding box: **638 pieces placed across the six frontage buildings and both north buildings** (6922 = 13 bays × 11 storeys, theatre 8 × 5, TCL and Tussaud's 9 × 4, etc.). First pass put the window bays inside the solid wall (invisible) — the kit now projects the surround 3 cm proud with glazing 6 cm behind it.
- [A] **Replace placeholder materials.** **In progress 2026-11-09.** `ensure_material()` now builds masonry coursing (world-space course height + joint band + tint, corrected for UE's centimetre WorldPosition) and roughness variation; new `M_FacadeStoneShadow`, `M_FacadeGlass` (specular 0.62 ≈ IOR 1.5 without a refraction pass) and `M_FacadeBanner`; assignment is per **slot** keyed on the imported slot name (it was slot-0 only, which on the hero is the banner, so stone/glass/shadow were still flat). Hero: 4/4 slots, frontage and north buildings 2/2. Remaining: bake real texture maps (brick/stone/asphalt generators) rather than graph-only detail, and give the frontage shopfront line its own material.
- [ ] **Give OSM buildings a façade style.** Blosm exposes `scene.blosm.setupScript` (`setup/neoclassical.py` is the example) so a building can carry a real elevation instead of a plain extrusion. Build one style script for the south frontage and one for the north.
- [ ] **Hero façade detail pass.** Ionic capitals and fluting, the parapet motto band and medallions as geometry or decal, window rhythm behind the colonnade, and the three portal flights at their photographed proportions.