Commit Graph
2 Commits
Author SHA1 Message Date
zwitschi 33f8139cb2 feat(hero): stepped medallion relief, seated on the parapet face
The medallions were not just flat - they were buried. seat_on_front put
Hero_Medallion at offset 0.08 (front Y -0.42) while the 1.2 m-deep parapet stands
at Y -0.15, so both discs sat inside the parapet and never rendered. The motto
band and surround have the same burial (offset 0.06) and are a separate follow-up.

- Three stepped layers per medallion with per-layer prefixes so seat_on_front gives
  each its own stand-off: Rim (0.55 m, dark, offset 0.36 -> Y -0.14), Field
  (0.38 m, light, offset 0.43 -> Y -0.07), Boss (0.15 m, dark, offset 0.50 -> Y 0.00).
  A single Hero_Medallion prefix would both flatten the relief and (via startswith)
  swallow the specific prefixes, so it is removed.
- Moved from +/-6.2 (inside the inscription text, which spans +/-6.87) to +/-9.8.
- Fixed Tools/review/hero_iterate.sh, which still had the pre-tools-move
  'cd dirname/..' and landed in Tools/ instead of the repo root.

Rendered and judged; the advisory two-model judge (no, 0.93) no longer flags the
medallions. Owner review pending.
2026-11-10 15:04:48 +01:00
zwitschi f681d83736 feat(hero): generate the stone albedo with the new texture tool, import it, wire it into the material
Used the workflow integration from the previous step for real: generated a warm limestone ashlar albedo
with two profiles compared (AlbedoBase 17.04 vs Krea-2 13.90, AlbedoBase won), saved it as
Art/textures/generated/T_FacadeAshlar_AI.png beside its provenance sidecar, and imported it to
/Game/Hollywood/Textures.

ue_hero_facade_import.py now imports that albedo and, for the two stone slots, builds a material with
TextureSampleParameter2D -> Multiply(tint) -> Base Color, tiling the UVs 6x, so the map carries the coursing
and the tint keeps the value inside the reference's range.

Two real bugs fixed on the way:

- the albedo path was resolved against unreal.Paths.project_dir() (Game/GigLine), not the repository root, so
  the import silently skipped;
- the authored materials were never saved - only the mesh was - so after a reload the slots pointed at
  nothing and the elevation fell back to one default colour.

Honest status: the nodes are verified present and saved (Constant3Vector, TextureSampleParameter2D,
TextureCoordinate, Multiply) and the source mesh has UVs, but the render still shows the flat tint. Recorded
in TODO.md with the next probe: read the compiled Base Color pin instead of the node list.

THIRD_PARTY_NOTICES.md gains the AlbedoBase row (commercial use, credit required).
2026-11-10 11:58:39 +01:00