hero: make the portals real recesses and land the facade on Z 0
The portal detail shot failed for a modelling reason, not a camera reason: the doors were 0.1 m panels on a solid plinth, so they read as shading. The plinth is now four piers plus a lintel band, with a 1.2 m reveal, stone jambs and lintels standing 0.10 m proud and three mullions per opening. review-06 frames them from 8 m at eye height. Two defects fixed while doing it: the jamb boxes hung 0.15 m below the pavement, so the facade imported with min Z -15 cm; and a rebuild run against a read-only .blend silently skipped the save, which is why screenshots kept showing the old geometry.
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@@ -75,11 +75,13 @@ Low camera, knee height, close on the mannequin's feet. A floating or sinking ch
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Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one.
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## review-06-hero-portals.png — Hero façade, whole elevation, approval: ☐ pending
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## review-06-hero-portals.png — Hero façade portals, approval: ☐ pending
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Straight-on from eye height 25 m out. Six columns, plinth, entablature, parapet; the three portals sit behind the colonnade at this distance.
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New: generated 2026-11-07 after the portals were rebuilt. Eye height at 8 m, filling the frame with the three doorways, their flights, and the plinth. The doors are now genuine 1.2 m recesses cut through four plinth piers, with stone jambs and lintels standing proud and three mullions in each opening.
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What this shot is evidence for: that the entrance is three separate openings with individual flights (not the inherited "eight steps, 12 m wide"), and that the facade stands on Z 0 rather than sinking into the ground.
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## review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☐ pending
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