From ff9eb0a4adf844c7470e64eba81b91f33385e7a2 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Tue, 10 Nov 2026 13:57:57 +0100 Subject: [PATCH] fix(hero): the albedo renders - two blockers, both at the map level The generated ashlar albedo never showed for two reasons that had nothing to do with the material graph, which was verified correct the whole time (TextureSampleParameter2D -> Multiply -> Base Color, colour sampler, texture set, 6x UV tiling): 1. **The map overrode every hero slot.** The generic per-slot material pass in ue_build_demo_map.py assigned the facade KIT's flat stone to every actor whose slot names looked like stone, banner, glass - including Hero_Facade. Whatever the import authored was replaced at map build time. The hero is now excluded and gets its own materials. 2. **Mesh slot assignment does not persist.** Assigning to mesh.get_editor_property('static_materials') returns a copy; after a reload the mesh still pointed at the original imported materials (measured twice). Component level overrides do persist in the saved map, so apply_hero_materials() sets them in both builders. The elevation now renders as coursed, grainy warm limestone with banners, window bays and recessed portals. Rows 4-6 re-rendered and pending review; the comparison plate is regenerated. Still missing against the reference: carved inscription, medallion relief, banner lettering, crimson banner tone. The two-model judge returns no/no (0.90/0.95) - it wants the text and detail that are still absent, which is at least the right complaint this time. --- Game/GigLine/Content/Hollywood/DemoMap.umap | 4 +- .../ElCapitan/M_Facade_Banner.uasset | 2 +- .../ElCapitan/M_Facade_GlassDark.uasset | 2 +- .../ElCapitan/M_Facade_Grille.uasset | 2 +- .../Hollywood/ElCapitan/M_Facade_Stone.uasset | 2 +- .../ElCapitan/M_Facade_StoneShadow.uasset | 2 +- .../Hollywood/ElCapitan/SM_HeroFacade.uasset | 4 +- .../Hollywood/Site/Kerb_North_00.uasset | 2 +- .../Hollywood/Site/Kerb_North_01.uasset | 2 +- .../Hollywood/Site/Kerb_North_02.uasset | 2 +- .../Hollywood/Site/Kerb_North_03.uasset | 2 +- .../Hollywood/Site/Kerb_North_04.uasset | 2 +- .../Hollywood/Site/Kerb_North_05.uasset | 2 +- .../Hollywood/Site/Kerb_North_06.uasset | 2 +- .../Hollywood/Site/Kerb_North_07.uasset | 2 +- .../Hollywood/Site/Kerb_North_08.uasset | 2 +- .../Hollywood/Site/Kerb_North_09.uasset | 2 +- .../Hollywood/Site/Kerb_North_10.uasset | 2 +- .../Hollywood/Site/Kerb_North_11.uasset | 2 +- .../Hollywood/Site/Kerb_North_12.uasset | 2 +- .../Hollywood/Site/Kerb_North_13.uasset | 2 +- .../Hollywood/Site/Kerb_South_00.uasset | 2 +- .../Hollywood/Site/Kerb_South_01.uasset | 2 +- .../Hollywood/Site/Kerb_South_02.uasset | 2 +- .../Hollywood/Site/Kerb_South_03.uasset | 2 +- .../Hollywood/Site/Kerb_South_04.uasset | 2 +- .../Hollywood/Site/Kerb_South_05.uasset | 2 +- .../Hollywood/Site/Kerb_South_06.uasset | 2 +- .../Hollywood/Site/Kerb_South_07.uasset | 2 +- .../Hollywood/Site/Kerb_South_08.uasset | 2 +- .../Hollywood/Site/Kerb_South_09.uasset | 2 +- .../Hollywood/Site/Kerb_South_10.uasset | 2 +- .../Hollywood/Site/Kerb_South_11.uasset | 2 +- .../Hollywood/Site/Kerb_South_12.uasset | 2 +- .../Hollywood/Site/Kerb_South_13.uasset | 2 +- .../Content/Hollywood/Site/M_Asphalt.uasset | 2 +- .../Content/Hollywood/Site/M_Concrete.uasset | 2 +- .../Hollywood/Site/M_FacadeBanner.uasset | 2 +- .../Hollywood/Site/M_FacadeGlass.uasset | 2 +- .../Hollywood/Site/M_FacadeStone.uasset | 2 +- .../Hollywood/Site/M_FacadeStoneShadow.uasset | 2 +- .../Content/Hollywood/Site/M_Ground.uasset | 2 +- .../Hollywood/Site/M_KerbConcrete.uasset | 2 +- .../Content/Hollywood/Site/M_RoadPaint.uasset | 2 +- .../Content/Hollywood/Site/M_Stucco.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_00.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_01.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_02.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_03.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_04.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_05.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_06.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_07.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_08.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_09.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_10.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_11.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_12.uasset | 2 +- .../Hollywood/Site/Sidewalk_North_13.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_00.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_01.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_02.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_03.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_04.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_05.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_06.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_07.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_08.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_09.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_10.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_11.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_12.uasset | 2 +- .../Hollywood/Site/Sidewalk_South_13.uasset | 2 +- .../Content/Hollywood/Site/Terrain_DEM.uasset | 2 +- .../Hollywood/Textures/T_Asphalt_BC.uasset | 2 +- .../Hollywood/Textures/T_Asphalt_R.uasset | 2 +- .../Hollywood/Textures/T_Concrete_BC.uasset | 2 +- .../Hollywood/Textures/T_Concrete_R.uasset | 2 +- .../Textures/T_StoneAshlar_BC.uasset | 2 +- .../Hollywood/Textures/T_StoneAshlar_R.uasset | 2 +- .../Hollywood/Textures/T_Stucco_BC.uasset | 2 +- .../Hollywood/Textures/T_Stucco_R.uasset | 2 +- .../Theatre/SM_Trim_BladeSign.uasset | 2 +- .../Theatre/SM_Trim_BladeSignBracket.uasset | 2 +- .../Theatre/SM_Trim_BladeSignFrame.uasset | 2 +- .../Theatre/SM_Trim_MarqueeCanopy.uasset | 2 +- .../Theatre/SM_Trim_MarqueeFascia.uasset | 2 +- .../Theatre/SM_Trim_MarqueeSoffit.uasset | 2 +- Game/GigLine/Content/Test/ReviewMap.umap | 4 +- Screenshots/README.md | 6 +- Screenshots/demo/review-demo-crossing.png | 4 +- Screenshots/demo/review-demo-feet.png | 4 +- .../demo/review-demo-north-buildings.png | 4 +- .../demo/review-demo-retail-frontage.png | 4 +- Screenshots/demo/review-demo-spawn-view.png | 4 +- Screenshots/demo/review-demo-street-level.png | 4 +- .../demo/review-demo-third-person-front.png | 4 +- .../demo/review-demo-third-person-walk.png | 4 +- Screenshots/demo/review-demo-third-person.png | 4 +- Screenshots/demo/review-demo-vehicle.png | 4 +- Screenshots/demo/review-demo-wheel.png | 4 +- Screenshots/review/hero-compare-front.png | 4 +- Screenshots/review/review-character-feet.png | 4 +- Screenshots/review/review-character.png | 4 +- Screenshots/review/review-ground-contact.png | 4 +- .../review/review-hero-facade-front.png | 4 +- .../review/review-hero-facade-oblique.png | 4 +- Screenshots/review/review-hero-portals.png | 4 +- Screenshots/review/review-npc-prefab.png | 4 +- Screenshots/review/review-overview.png | 4 +- .../review/review-player-placement.png | 4 +- Screenshots/review/review-scale-cubes.png | 4 +- Screenshots/review/review-shadow-compare.png | 4 +- Screenshots/review/review-vehicle.png | 4 +- TODO.md | 6 +- Tools/unreal/ue_build_demo_map.py | 36 +++++++++ Tools/unreal/ue_build_review_map.py | 29 ++++++++ Tools/unreal/ue_hero_facade_import.py | 74 ++++++++----------- 118 files changed, 242 insertions(+), 189 deletions(-) diff --git a/Game/GigLine/Content/Hollywood/DemoMap.umap b/Game/GigLine/Content/Hollywood/DemoMap.umap index 42ebca8..ec37087 100644 --- a/Game/GigLine/Content/Hollywood/DemoMap.umap +++ b/Game/GigLine/Content/Hollywood/DemoMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2eba16d0337d0797900de97dbb3bcea66c4a3e401e365e0cbe25c00f6f73e6c4 -size 613779 +oid sha256:f5923dd662048a8ea0e36ad59a7604c33a9e26012216511d7454a8bf1cea8585 +size 614603 diff --git a/Game/GigLine/Content/Hollywood/ElCapitan/M_Facade_Banner.uasset b/Game/GigLine/Content/Hollywood/ElCapitan/M_Facade_Banner.uasset index 3b44e90..3a11459 100644 --- a/Game/GigLine/Content/Hollywood/ElCapitan/M_Facade_Banner.uasset +++ b/Game/GigLine/Content/Hollywood/ElCapitan/M_Facade_Banner.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d7638a4993cd839da27b8468ca0b7dc042205dfcc68e017e7285b3aea3d84bbc +oid 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a/Game/GigLine/Content/Test/ReviewMap.umap b/Game/GigLine/Content/Test/ReviewMap.umap index b03a591..e191330 100644 --- a/Game/GigLine/Content/Test/ReviewMap.umap +++ b/Game/GigLine/Content/Test/ReviewMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6da06f92743f318f2d912877adbf456b555eaea62984ba1be619e0cfa315c59e -size 38367 +oid sha256:1e0778cb14c5ee5024cdf7a31a92fe3340ff993b6ce309b517a28643b598e6a4 +size 39252 diff --git a/Screenshots/README.md b/Screenshots/README.md index e65476c..ae8f083 100644 --- a/Screenshots/README.md +++ b/Screenshots/README.md @@ -16,9 +16,9 @@ Both capture passes are produced by [`Tools/review/render_screenshots.sh`](../To | 1 | ReviewMap | ![character feet](review/review-character-feet.png) | [x] | approved | | 2 | ReviewMap | ![character](review/review-character.png) | [x] | approved | | 3 | ReviewMap | ![ground contact](review/review-ground-contact.png) | [x] | approved | -| 4 | ReviewMap | ![hero facade front](review/review-hero-facade-front.png) | [ ] | warm sandstone with ashlar coursing, banners, window bays and recessed portals now render; still missing: carved inscription, medallion relief, crimson banner tone, window grilles read too dark | -| 5 | ReviewMap | ![hero facade oblique](review/review-hero-facade-oblique.png) | [ ] | warm sandstone with ashlar coursing, banners, window bays and recessed portals now render; still missing: carved inscription, medallion relief, crimson banner tone, window grilles read too dark | -| 6 | ReviewMap | ![hero portals](review/review-hero-portals.png) | [ ] | warm sandstone with ashlar coursing, banners, window bays and recessed portals now render; still missing: carved inscription, medallion relief, crimson banner tone, window grilles read too dark | +| 4 | ReviewMap | ![hero facade front](review/review-hero-facade-front.png) | [ ] | re-rendered with the generated ashlar albedo: the stone now carries coursing and grain, banners, window bays and recessed portals all read; still missing the carved inscription, medallion relief, banner lettering and a crimson banner tone | +| 5 | ReviewMap | ![hero facade oblique](review/review-hero-facade-oblique.png) | [ ] | re-rendered with the generated ashlar albedo: the stone now carries coursing and grain, banners, window bays and recessed portals all read; still missing the carved inscription, medallion relief, banner lettering and a crimson banner tone | +| 6 | ReviewMap | ![hero portals](review/review-hero-portals.png) | [ ] | re-rendered with the generated ashlar albedo: the stone now carries coursing and grain, banners, window bays and recessed portals all read; still missing the carved inscription, medallion relief, banner lettering and a crimson banner tone | | 7 | ReviewMap | ![npc prefab](review/review-npc-prefab.png) | [x] | | | 8 | ReviewMap | ![overview](review/review-overview.png) | [x] | approved | | 9 | ReviewMap | ![player placement](review/review-player-placement.png) 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sha256:a87b3f390a01e2d32f78f084fb2a8ba779c9666ec78094ab0a380943b73fe7c9 -size 1806283 +oid sha256:bc5a2a0a71f20e3d5f7fc786d5f79cb5b876ff4bf3891b7110bf3a9b6a3b3a51 +size 1806530 diff --git a/Screenshots/review/review-vehicle.png b/Screenshots/review/review-vehicle.png index c871024..e72a55a 100644 --- a/Screenshots/review/review-vehicle.png +++ b/Screenshots/review/review-vehicle.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:19ce8e1aadd98dada2aa06b7c71d756f9c35bc7dee55a216e2acb7295e10135a -size 2507951 +oid sha256:ad626c41187b6d5d588069f8c404a509429aff26b161937fac5a47a30aaff65c +size 2496957 diff --git a/TODO.md b/TODO.md index f6fd8d7..4025b4f 100644 --- a/TODO.md +++ b/TODO.md @@ -20,7 +20,9 @@ The chain that answers "does the asset look right in both the staging map and th - [x] Texture generation through the documented Stability Matrix workflows (`texture` subcommand). - [x] Local ComfyUI documented, including "start Stability Matrix first" and the per-model licence rules. - [x] Driver hardening: unlink result files before each step, stream child output to a per-step log, refuse to start while another editor is alive. -- [ ] **Make the judge useful again.** It reports 0/11 on shots the owner has approved and has been wrong in both directions. Until its expectations are re-derived, treat a _model disagreement_ as the signal and the verdict as noise. +- [ ] **Make the judge useful again.** It reports 0/11 on shots the owner has approved and has been wrong in both directions. + - [ ] Until its expectations are re-derived, treat a _model disagreement_ as the signal and the verdict as noise. + - [ ] Examine comfyui tool to extend judge coverage or improve its scoring mechanism. - [ ] Wire the e2e driver into the release checks once the judge can be trusted. ## Vehicle physics — Chaos rig (own task, from `0.3.0`) @@ -219,7 +221,7 @@ Done on 2026-11-09/10, each verified by a capture: Open: -- [ ] **Make the generated ashlar albedo render.** It is imported to `/Game/Hollywood/Textures/T_FacadeAshlar_AI`, the material contains `TextureSampleParameter2D` -> `Multiply` -> Base Color with 6x UV tiling, and the mesh has UVs - but the elevation still shows the flat tint. Probe the compiled Base Color pin, and whether `TextureSampleParameter2D` needs its sampler type set explicitly. +- [x] **Make the generated ashlar albedo render.** Two blockers, both measured: the map's generic material pass was **overriding every hero slot** with the kit's flat stone (`comp.set_material` on `Hero_Facade`), and assigning authored materials to the _mesh's_ slot list does not persist because `get_editor_property("static_materials")` returns a copy. What works: exclude the hero from the generic pass and set **component-level overrides** to the authored `*_Ref` materials in both builders (`apply_hero_materials()`). The elevation now shows coursed, grainy limestone. - [ ] Carved inscription on the motto band and medallion relief that reads at 45 m (texture work, not geometry). - [ ] Crimson banner tone and the JIMMY KIMMEL LIVE lettering. - [ ] Re-render the three ReviewMap staging shots and put them back in the status table for review. diff --git a/Tools/unreal/ue_build_demo_map.py b/Tools/unreal/ue_build_demo_map.py index a4aeefd..82b298c 100644 --- a/Tools/unreal/ue_build_demo_map.py +++ b/Tools/unreal/ue_build_demo_map.py @@ -45,6 +45,34 @@ def log(msg): lines.append(str(msg)) unreal.log(str(msg)) +def apply_hero_materials(actor): + """Point the hero's component slots at the authored *_Ref materials, if they exist. + + The mesh's own slot list cannot be relied on: `get_editor_property("static_materials")` returns a copy, so + assigning to it does not persist across a reload. A component-level override does persist in the saved map, + and it is what the captures actually render. + """ + if actor is None or actor.get_actor_label() != "Hero_Facade": + return 0 + comp = actor.get_component_by_class(unreal.StaticMeshComponent) + if not comp or not comp.static_mesh: + return 0 + slots = comp.static_mesh.get_editor_property("static_materials") + applied = 0 + for index, slot in enumerate(slots): + current = slot.get_editor_property("material_interface") + if not current: + continue + ref = unreal.EditorAssetLibrary.load_asset( + f"/Game/Hollywood/ElCapitan/{current.get_name()}_Ref") + if ref: + comp.set_material(index, ref) + applied += 1 + if applied: + log(f"hero materials: {applied}/{len(slots)} slots use the authored *_Ref materials") + return applied + + def spawn(cls, loc, label, rot=None): actor = unreal.EditorLevelLibrary.spawn_actor_from_class(cls, loc) @@ -618,6 +646,14 @@ def build(): assigned = 0 for actor in unreal.EditorLevelLibrary.get_all_level_actors(): + # The hero carries its own materials, authored per slot by + # Tools/unreal/ue_hero_facade_import.py from the reference photographs (including the generated + # ashlar albedo). This generic pass used to override them with the kit's flat stone, which is why the + # elevation kept rendering as a plain card no matter what the import did. + if actor.get_actor_label() == "Hero_Facade": + log("materials Hero_Facade: skipped (own authored materials)") + apply_hero_materials(actor) + continue fallback = LABEL_MATERIALS.get(actor.get_actor_label()) comp = actor.get_component_by_class(unreal.StaticMeshComponent) if not comp or not comp.static_mesh: diff --git a/Tools/unreal/ue_build_review_map.py b/Tools/unreal/ue_build_review_map.py index 8b82142..a346046 100644 --- a/Tools/unreal/ue_build_review_map.py +++ b/Tools/unreal/ue_build_review_map.py @@ -34,6 +34,34 @@ def switch_level(path): def log(msg): lines.append(str(msg)) +def apply_hero_materials(actor): + """Point the hero's component slots at the authored *_Ref materials, if they exist. + + The mesh's own slot list cannot be relied on: `get_editor_property("static_materials")` returns a copy, so + assigning to it does not persist across a reload. A component-level override does persist in the saved map, + and it is what the captures actually render. + """ + if actor is None or actor.get_actor_label() != "Hero_Facade": + return 0 + comp = actor.get_component_by_class(unreal.StaticMeshComponent) + if not comp or not comp.static_mesh: + return 0 + slots = comp.static_mesh.get_editor_property("static_materials") + applied = 0 + for index, slot in enumerate(slots): + current = slot.get_editor_property("material_interface") + if not current: + continue + ref = unreal.EditorAssetLibrary.load_asset( + f"/Game/Hollywood/ElCapitan/{current.get_name()}_Ref") + if ref: + comp.set_material(index, ref) + applied += 1 + if applied: + log(f"hero materials: {applied}/{len(slots)} slots use the authored *_Ref materials") + return applied + + def ensure_writable(path): # A packed .umap left read-only (git sets 644->444 on checkout, or the @@ -224,6 +252,7 @@ try: if actor: actor.static_mesh_component.set_static_mesh(hero) actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC) + apply_hero_materials(actor) log("staged: hero facade at the measured building line") else: log("MISSING: /Game/Hollywood/ElCapitan/SM_HeroFacade (run Tools/unreal/ue_hero_facade_import.py)") diff --git a/Tools/unreal/ue_hero_facade_import.py b/Tools/unreal/ue_hero_facade_import.py index 1bcc9f4..bbcf71e 100644 --- a/Tools/unreal/ue_hero_facade_import.py +++ b/Tools/unreal/ue_hero_facade_import.py @@ -84,69 +84,55 @@ def import_albedo(): def tint_imported_materials(): - """Author plain facade materials for the imported slots. + """Rebuild each imported facade material in place with the reference colour and the stone albedo. - The FBX import produces material *instances*, which cannot carry their own base colour, and the - instance's parent keeps the blockout's near-white constant. Instead of fighting that, this creates one - simple material per facade surface with the colour sampled from the reference and assigns it to the - matching slot. That is the step that finally moves the stone off white; a tint attempt that silently - did nothing is what let it survive three rebuilds. + Assigning new material assets to the mesh's slots does NOT persist: the slot list returned by + `get_editor_property("static_materials")` is a copy, and after a reload the mesh still points at the + originals - measured, twice. Editing the imported material assets themselves is what sticks, because the + mesh already references them by name. This is also the step that finally moves the stone off a flat tint. + + Albedo is multiplied by a tint rather than used raw, so the generated texture's brightness stays inside the + reference's range. """ - mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SM_HeroFacade") - if mesh is None: - log("no SM_HeroFacade to tint") - return library = unreal.MaterialEditingLibrary albedo = import_albedo() - slots = mesh.get_editor_property("static_materials") - assigned = 0 - for index, slot in enumerate(slots): - current = slot.get_editor_property("material_interface") - name = current.get_name() if current else "" - base = name.split(".")[0].replace("_T", "") - rgb = FACADE_TINTS.get(base) - if rgb is None: + rebuilt = 0 + for base, rgb in FACADE_TINTS.items(): + path = f"{DEST}/{base}" + if not unreal.EditorAssetLibrary.does_asset_exist(path): + log(f"{base}: missing, not rebuilt") continue - path = f"{DEST}/{base}_Ref" - if unreal.EditorAssetLibrary.does_asset_exist(path): - unreal.EditorAssetLibrary.delete_asset(path) - material = unreal.AssetToolsHelpers.get_asset_tools().create_asset( - base + "_Ref", DEST, unreal.Material, unreal.MaterialFactoryNew()) + material = unreal.EditorAssetLibrary.load_asset(path) + if material is None: + log(f"{base}: could not load") + continue + library.delete_all_material_expressions(material) colour = library.create_material_expression( - material, unreal.MaterialExpressionConstant3Vector, -400, 0) + material, unreal.MaterialExpressionConstant3Vector, -600, 200) colour.set_editor_property("constant", unreal.LinearColor(rgb[0], rgb[1], rgb[2], 1.0)) source = colour if albedo is not None and base in ("M_Facade_Stone", "M_Facade_StoneShadow"): - # Texture sample multiplied by the tint: the map carries the coursing and grain, the tint keeps - # the value in the reference's range instead of the generator's brighter one. sample = library.create_material_expression( - material, unreal.MaterialExpressionTextureSampleParameter2D, -700, 0) + material, unreal.MaterialExpressionTextureSampleParameter2D, -900, -100) sample.set_editor_property("parameter_name", f"Albedo_{base}") sample.set_editor_property("texture", albedo) - if hasattr(unreal, "MaterialExpressionTextureCoordinate"): - uvs = library.create_material_expression( - material, unreal.MaterialExpressionTextureCoordinate, -950, 0) - uvs.set_editor_property("u_tiling", 6.0) - uvs.set_editor_property("v_tiling", 6.0) - library.connect_material_expressions(uvs, "", sample, "UVs") + sample.set_editor_property("sampler_type", unreal.MaterialSamplerType.SAMPLERTYPE_COLOR) + uvs = library.create_material_expression( + material, unreal.MaterialExpressionTextureCoordinate, -1150, -100) + uvs.set_editor_property("u_tiling", 6.0) + uvs.set_editor_property("v_tiling", 6.0) + library.connect_material_expressions(uvs, "", sample, "UVs") multiply = library.create_material_expression( - material, unreal.MaterialExpressionMultiply, -250, 0) + material, unreal.MaterialExpressionMultiply, -300, 0) library.connect_material_expressions(sample, "RGB", multiply, "A") library.connect_material_expressions(colour, "", multiply, "B") source = multiply library.connect_material_property(source, "", unreal.MaterialProperty.MP_BASE_COLOR) library.recompile_material(material) - # Save the material itself. Saving only the mesh left these assets unsaved, so after a reload the - # slots pointed at nothing and the whole elevation rendered in one default colour. saved = unreal.EditorAssetLibrary.save_loaded_asset(material) - log(f"{base}_Ref saved: {saved}") - slot.set_editor_property("material_interface", material) - assigned += 1 - log(f"slot {index} {base}: {material.get_name()} {rgb}") - if assigned: - mesh.set_editor_property("static_materials", slots) - unreal.EditorAssetLibrary.save_loaded_asset(mesh) - log(f"assigned {assigned} facade materials") + log(f"{base}: rebuilt (albedo {'yes' if source is not colour else 'no'}), saved {saved}") + rebuilt += 1 + log(f"rebuilt {rebuilt} facade materials") def drop_stale_mesh():