Commit Graph
4 Commits
Author SHA1 Message Date
zwitschi bea6aa3e05 light: raise the sun so the character leaves building shadow (needs approval)
The skin was never grey. A red test colour reached the render and the slot was confirmed
holding M_Character_Skin, so the material and the assignment were both fine - the body
was simply standing in building shadow and lit almost entirely by the blue skylight
(intensity 2.6). Warm skin under blue fill reads blue-grey.

Raising the sun from pitch -62 to -74, same camera:
  face  (99, 98, 100) -> (131, 121, 117)
  arms  (67, 74, 81)  -> (71, 78, 85)

This touches every approved shot, so it sits on the branch for the owner's approval
rather than being folded in. Also records that the Unreal commandlet silently drops
unknown switches, which is why a --unlit-test flag never took effect.
2026-11-09 14:20:07 +01:00
zwitschi 7c57bf318b fix(hair): dark constant colour, strand sheet used only as an opacity mask
The hair read blond and thin because the strand sheet's RGB was driving base colour; the
sheet is a pale highlight map. Colour is now a dark constant (0.030/0.020/0.014) and the
texture supplies only alpha. Sampled in the render: hair (31, 26, 21).

Skin: the assignment is not the problem and the red test proved it - a runtime log shows
the slot holding M_Character_Skin, a deliberate red constant reached the render, yet the
intended warm tone samples as bluish grey (arms 67,74,81 / face 98,97,100) while the tee
and jeans show their colours correctly. Recorded in TODO.md with the next suspects rather
than guessed at.

The temporary material log is removed again.
2026-11-09 13:55:19 +01:00
zwitschi 85a8437cbc feat(character): ComfyUI blueprints and a render-vs-blueprint evaluation
Two tools that turn character work into something measurable.

- Tools/comfyui_character_blueprint.py generates a four-view sheet (front, side, back,
  head) plus a contact sheet from one description, with fixed seeds and a JSON record
  of prompts and prompt ids. First sheet: 'GigLine walker', lean pedestrian in a navy
  tee, jeans and sneakers.
- Tools/character_match.py compares a rendered character against a sheet: figure
  aspect, fill and coverage deltas, mean CIE76 colour distance, dominant-palette
  distance, and a side-by-side montage. The deltas stay separate on purpose - a single
  similarity score between a photoreal sheet and a low-detail body would be a number
  with no meaning.
- comfyui_generate.py grew wait_for_image() so both tools share the polling path
  instead of duplicating it.
- 13 unit tests for the colour maths, masks and palette; 95 tool tests pass.

First real result, recorded rather than smoothed over: aspect delta 1.24, fill delta
0.12, mean deltaE 31.9, palette deltaE 25.4. The montage shows the reason - the model
is a nude body and the blueprint wears a tee and jeans, so clothing dominates every
metric. Figure segmentation is explicit (--render-box): auto-detection picked backdrop
blobs on every attempt, and a background plate is the proper fix.
2026-11-09 13:36:28 +01:00
zwitschi 39f07b0f5f feat(hair): hair cards as their own skinned mesh, attached as a second component
Follows the character-artist skill on two points it is explicit about: hair for a
game character is a card system, and swappable parts stay separate meshes.

- Tools/character_hair_build.py builds SM_Char_Hair: a scalp cap plus 18 cards in
  three rings, quads only, every vertex weighted 1.0 to the head bone, UV-mapped for
  the strand sheet from Tools/generate_character_textures.py. 321 verts / 404 tris.
- Tools/ue_character_hair_import.py imports it as its own skeletal mesh, which is the
  point: joined into the body, Unreal collapses the second material slot and the hair
  renders with the skin material.
- The pawn carries it as a second USkeletalMeshComponent on SetLeaderPoseComponent, so
  it follows the head bone with no second rig and hides with the body in first person.

Still wrong and recorded: the cards point outward, so the silhouette reads as a spiked
crown rather than a short cut. The next pass orients them tangentially along the
skull with a second overlapping row. Tools/ue_character_materials.py also segfaults in
the headless commandlet when editing a material graph, so the generated textures are
not wired yet and the hair keeps its Blender base colour.
2026-11-09 13:18:40 +01:00