The windows material was metallic 1.0 with roughness 0.0, which renders as a black void -
indistinguishable from a cabin with no glass at all. It is now tinted translucent: opacity
0.85, roughness 0.08, dark blue-grey base. The windscreen and side glass read as glass.
Opacity 0.45 was tried first and was worse than either extreme: the glass became invisible
and the greenhouse looked open again. The number is recorded in the tool's log line so the
next person does not repeat it.
The vision judge still returns verdict=no for this frame, disputing that the glazing is dark
and the wheels visible. The image shows both. It is an advisory helper - AGENTS.md says it
never replaces the human verdict - so the disagreement is written into
Screenshots/README.md rather than being resolved by iterating against the model.
Root cause was in the template, not the import path: 'car paint' is a legacy mix-shader
graph. The FBX exporter cannot map that node tree, so SM_Vehicle_Body imported holding
WorldGridMaterial - the engine's checker fallback - and rendered black while Blender showed
red.
Two changes:
- Tools/vehicle_from_template.py converts legacy graphs to a Principled BSDF before export
and picks the SATURATED colour from the mix nodes; a 'brightest wins' rule chose the 0.8
grey diffuse beside the 0.49 red and produced a grey car.
- Tools/ue_vehicle_materials.py creates M_Vehicle_HatchPaint, and the staged body panel
gets it assigned at build time, because a static mesh slot cannot be repointed from
Python after import.
Judge on the new capture: verdict=yes confidence=0.9 - 'a red hatch car with a red body and
dark wheels parked on a road'. The comparison table in Screenshots/README.md now shows both
columns agreeing on colour.
Still open and recorded: the glazing does not read - the greenhouse looks open, so the glass
system is mispositioned or drawn behind the body.
Merged COMPARISON.md into the review README as a generated section between
<!-- blender-comparison:begin/end --> markers, so there is one place to look and one place
to sign off. Tools/build_comparison_md.py rewrites only that block - the hand-written
sections around it are untouched - and formats the file with prettier afterwards, because a
generated table is never byte-identical to prettier's output and the repo gates on
--check.
Run it after every capture or Blender render; it is the routine that keeps the page current
with new images rather than a one-off export.
The invisible-vehicle defect is closed. Shot 9 now shows the car instead of an empty road.
Tools/vehicle_from_template.py converts Art/blender/vehicle/hot hatch.blend into UE-ready
assets, following two skills:
vehicle-artist - systems split (body 113k tris, trim 10.5k, glass 20.5k, lights 18.6k,
wheels 47.8k), one UCX_ hull 1.45 x 3.94 x 0.76 m, two decimated LODs at 39.7k and 13.6k.
unreal-export - scale normalised to a documented 4.05 m hot hatch before export (the
template measures 7.26 m, factor 0.5579), then verified after import: body bounds
1.51 x 4.02 x 1.22 m against the 4.05 m target.
Staged as five plain StaticMeshActors, because the earlier probe proved those render while
the same meshes attached to the vehicle pawn do not.
Open and recorded rather than hidden: judge_screenshot returns verdict=no confidence=0.9 -
the silhouette does not read as a hot hatch from this angle and the car floats slightly.
The likely causes are a system misclassification in the template conversion and an
origin-height error of a few centimetres.