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.
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@@ -20,7 +20,9 @@ The chain that answers "does the asset look right in both the staging map and th
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- [x] Texture generation through the documented Stability Matrix workflows (`texture` subcommand).
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- [x] Local ComfyUI documented, including "start Stability Matrix first" and the per-model licence rules.
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- [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.
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- [ ] **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.
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- [ ] **Make the judge useful again.** It reports 0/11 on shots the owner has approved and has been wrong in both directions.
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- [ ] Until its expectations are re-derived, treat a _model disagreement_ as the signal and the verdict as noise.
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- [ ] Examine comfyui tool to extend judge coverage or improve its scoring mechanism.
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- [ ] Wire the e2e driver into the release checks once the judge can be trusted.
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## Vehicle physics — Chaos rig (own task, from `0.3.0`)
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@@ -219,7 +221,7 @@ Done on 2026-11-09/10, each verified by a capture:
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Open:
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- [ ] **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.
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- [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.
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- [ ] Carved inscription on the motto band and medallion relief that reads at 45 m (texture work, not geometry).
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- [ ] Crimson banner tone and the JIMMY KIMMEL LIVE lettering.
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- [ ] Re-render the three ReviewMap staging shots and put them back in the status table for review.
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