Art/reference/hero-masonic/ (15 images, git-ignored) replaces the single Wikimedia photo as the source of
truth. Two front elevations drive this pass: 02-masonictemple01.jpg, a clean street-level frontal, and
06-el-capitan-theater-frontal-fachade.jpg; 05-hollywoodmasonictemple-1922.jpg records the original masonry.
Changes:
- the blank Hero_Stylobate_LintelBand across the portals is removed - the reference has open doorways with
steps, and they now read as three dark openings with banners above them;
- rustication(): five ashlar courses from the pavement to the portal heads, 4 cm joints proud of the wall;
- balustrade(): bottom rail, top rail and 38 balusters along the roof edge, where the reference shows a
cresting and railing.
Still missing against the same references, and recorded: warm sandstone instead of flat pale stone, lattice
grilles in the window bays, the carved inscription, and medallions that do not read at distance.
The blend is read-only after a checkout - chmod u+w first or the save fails silently and the FBX is never
written, which happened once here.
Rows 4-6 re-rendered and pending review.
The three hero captures showed a plain block with six columns because every applied detail sat BEHIND the
wall's front face, inside the solid mass:
Hero_Banner_1 y -1.08..-1.02 (55 cm inside)
Hero_Portal_1 y -2.35..-1.15 (2 m inside)
Hero_Window_1_1 y -0.60..-0.52 (2 cm inside)
The colonnade, cornice and dentils happened to protrude, which is exactly what the shots showed.
The depth is now stated once, in hero_facade_build.py: FRONT_Y is the wall's front face and
seat_on_front() moves every applied part until its street-facing face sits at FRONT_Y + offset - 8 cm for
banners and jambs, 5 cm for entablature and cornice, 3 cm for window panes, 4 cm for mullions, 10 cm for
portal signs. It reports what it moved, 99 parts.
After re-export, re-import and re-render the front elevation now shows the three red banners, the two
window bands, the dentil course and the portals. What is still missing against the reference: rusticated
banding on the stone, lettering on the motto band, grilles in the windows, a balustrade on the parapet, and
the blank lintel band across the portals that the reference does not have.
Rows 4, 5 and 6 are back to pending for review because the images changed.
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.
Tools/sibling_asset_audit.py reads the sibling security-game project's prop
library straight from the GLB headers: 20 street props, 11.8k triangles, every
one with a Blender source. The 50 .blend sources are copied to
Art/props/blender_src/ with a manifest; nothing is imported into Unreal yet. Its
building meshes are deliberately not taken - they are Godot GLBs built around a
29.6 m facade that this project measured at 25.75 m.
The facade proportions were wrong against the photograph: 5.7 m of blank wall
above the capitals. Entablature is now 3.4 m, parapet 2.2 m, with architrave and
cornice bands and square pedestals, so the elevation reads as layered stone.
Tools/hero_facade_build.py builds the north elevation parametrically and writes
a JSON report naming the evidence behind every part: the 25.75 m frontage and
14.5 m height are measured, the 4.96 m column bay comes from the sibling notes
and matches that frontage, the three portal flights follow the photographs (five
risers, overturning the inherited eight-step, 12 m wide claim), and the rest is
labelled assumption.
Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset
(2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured
building line of /Game/Hollywood/DemoMap.
Two new review shots at review-04 and review-05, both pending approval. Camera
placement cost four renders: the first two sat inside the facade body, and the
frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of
the building line in project terms.