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Commits
v0.1.4
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0f928531df
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0f928531df | ||
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9a3784683f |
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@@ -1,6 +1,7 @@
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#include "GigLineShotActor.h"
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#include "Camera/CameraActor.h"
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#include "Camera/CameraComponent.h"
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#include "Engine/World.h"
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#include "GameFramework/PlayerController.h"
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#include "UnrealClient.h"
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@@ -83,6 +84,15 @@ void AGigLineShotActor::NextShot()
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Params.ObjectFlags |= RF_Transient;
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CurrentCamera = GetWorld()->SpawnActor<ACameraActor>(
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ACameraActor::StaticClass(), ShotLocations[CurrentShot], ShotRotations[CurrentShot], Params);
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if (ShotFieldOfView.IsValidIndex(CurrentShot) && ShotFieldOfView[CurrentShot] > 0.0f)
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{
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if (UCameraComponent* Cam = CurrentCamera->GetCameraComponent())
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{
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// Long lens for elevations: fills the frame from across the street
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// without pitching the camera, so verticals stay parallel.
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Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]);
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}
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}
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PlayerController->SetViewTarget(CurrentCamera);
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SettleCountdown = SettleSeconds;
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@@ -36,6 +36,16 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FString> ShotNames;
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/**
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* Optional per-shot field of view (degrees), same index as ShotLocations.
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* Zero or missing entries keep the engine default (90 deg). Elevation shots
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* taken from across the street need a long lens: a level camera 45 m out with
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* the default FOV leaves the building small in frame, and tilting it up to fill
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* the frame is what breaks the verticals.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<float> ShotFieldOfView;
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/** Seconds to let the view target settle before the capture. Resolution comes from the runner's -ResX/-ResY. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float SettleSeconds = 0.35f;
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@@ -525,3 +525,28 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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usage and a **traps** table; `setup.md` marks the fresh-checkout build verified and
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documents the two optional API keys; architecture 07 + combined doc corrected the
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build-output path.
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## 2026-11-09 — 0.1.4 materials + architecture-camera pass
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- **Material graphs**: `ensure_material()` now supports masonry coursing
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(`courses_m`) and roughness variation. **UE's `WorldPosition` is in
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CENTIMETRES**, so a course height in metres must be ×100 — the first attempt
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divided by 0.55 and produced coursing 100× too fine to see.
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- **`connect_material_expressions` returns False instead of raising**, so an
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unknown pin name leaves an input unconnected and the material silently compiles
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with a default (a mask of 0 is invisible). All links now go through a `link()`
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helper that logs failures. There is also **no `MaterialExpressionLess`**; use
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`Frac → Divide → OneMinus → Clamp` for a soft threshold band, or
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`MaterialExpressionStep`/`SmoothStep` if a hard one is wanted.
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- **Material assignment was slot-0-only**, which on the hero is the *banner* — the
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stone, shadowed stone and glazing kept their flat Blender materials. Assignment
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is now per slot, keyed on the imported slot material's name
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(`glass`/`banner`/`stoneshadow`/`stone`/`roof`/`wall`). Hero: 4/4 slots.
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- New materials: `M_FacadeStoneShadow` (same coursing, a stop darker),
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`M_FacadeGlass` (roughness 0.14, specular 0.62 ≈ IOR 1.5 expressed without a
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refraction pass), `M_FacadeBanner` (the one saturated surface).
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- **Camera FOV**: levelling the elevation cameras left the building small in frame
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(39 % sky). Added optional per-shot `ShotFieldOfView` to `AGigLineShotActor` and
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a 4th element on the shot tuples; a long lens (42–55°) fills the frame from
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across the street while the camera stays level, so verticals stay parallel.
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`review-hero-facade-front` sky 39 → 20 %, `demo-spawn-view` 23 → 16 %.
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@@ -13,11 +13,11 @@ Actionable task list for this project. This file is the single, central place fo
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Suggested blender skills: **procedural-modeling** + **geometry-nodes** (the façade module kit — bay, pilaster, cornice, parapet, window, shopfront, door — as reusable node groups), **archviz** (real-world scale and façade composition), **materials** (procedural brick, concrete, stone, render, glass — the ported generators), **texture-workflow** (AO/curvature/normal bakes and decals for the motto band and medallions), **uv-workflow** (texel density and modular UV layouts for the kit), **scene-assembly** (assembling kit pieces onto the fifteen block buildings), **lookdev** (screenshot-comparison loop until shading reads correctly), **historical-worlds** or **realistic-style** (1920s Hollywood Blvd neoclassical direction), **asset-optimization** + **unreal-export** (pre-export validation, `ue_metric_v1` preset), **qa-review** (final gate before the `Tools/render_screenshots.sh` review).
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### Patch tasks
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### Patch tasks - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `facades-0.1.4`)
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- [ ] **Finish the Blosm blockout cleaning/detailing (moved from the deferred `0.1.0` item).** Import state: `Art/blender/blockout/blockout-2026-11-06.blend` (86 meshes, EPSG:26911, 0.0 cm affine residual) with cleaning tooling in `Geo/tools/` and `Art/blender/blockout/blosm_blockout.py`. To do here: (a) untextured roofs/facades → **Replace placeholder materials** below; (b) Blosm `setupScript` façade styles → **Give OSM buildings a façade style** below; (c) the 3 of 15 buildings lacking height data are the `0.1.2` placeholder-heights item.
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- [ ] **Define the façade module.** One set of reusable pieces (bay, pilaster, cornice, parapet, window, shopfront, door) at a fixed module, exported with the `ue_metric_v1` preset so every building assembles from the same kit.
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- [ ] **Replace placeholder materials.** Every blockout building currently carries Blender flat colours. Port the procedural generators from `Tools/sibling_asset_audit.py`'s sibling project (`brick_facade`, `seamless_concrete`, `asphalt`) and add stone, render, and glass, then wire them through Unreal material instances.
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- [A] **Replace placeholder materials.** **In progress 2026-11-09.** `ensure_material()` now builds masonry coursing (world-space course height + joint band + tint, corrected for UE's centimetre WorldPosition) and roughness variation; new `M_FacadeStoneShadow`, `M_FacadeGlass` (specular 0.62 ≈ IOR 1.5 without a refraction pass) and `M_FacadeBanner`; assignment is per **slot** keyed on the imported slot name (it was slot-0 only, which on the hero is the banner, so stone/glass/shadow were still flat). Hero: 4/4 slots, frontage and north buildings 2/2. Remaining: bake real texture maps (brick/stone/asphalt generators) rather than graph-only detail, and give the frontage shopfront line its own material.
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- [ ] **Give OSM buildings a façade style.** Blosm exposes `scene.blosm.setupScript` (`setup/neoclassical.py` is the example) so a building can carry a real elevation instead of a plain extrusion. Build one style script for the south frontage and one for the north.
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- [ ] **Hero façade detail pass.** Ionic capitals and fluting, the parapet motto band and medallions as geometry or decal, window rhythm behind the colonnade, and the three portal flights at their photographed proportions.
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- [ ] **El Capitan Theatre (6838) and the retail neighbours.** Model from the 18-frame 5472×3648 reference set; the theatre shares the measured 4.96 m bay rhythm with the temple.
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+135
-12
@@ -65,6 +65,13 @@ def ensure_material(mat_name, spec):
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spec keys: dark, bright (RGB tuples), roughness, specular, noise_scale
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(world units per noise cycle; smaller = larger features).
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Optional `courses_m` adds **masonry coursing**: horizontal joint lines at a
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given course height in world metres, plus a per-course horizontal offset so
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the vertical joints stagger like real ashlar. Optional `joint_tint` is the
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colour the joints darken toward, and `roughness_variation` lerps roughness
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between `roughness` and a rougher value using the same noise, so the surface
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does not read as one flat specular value.
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"""
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path = f"/Game/Hollywood/Site/{mat_name}"
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if unreal.EditorAssetLibrary.does_asset_exist(path):
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@@ -88,6 +95,20 @@ def ensure_material(mat_name, spec):
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n.set_editor_property("r", float(value))
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return n
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def link(src, dst, pin=""):
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"""Connect, and say so when it fails.
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`connect_material_expressions` returns False rather than raising, so an
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unknown pin name silently leaves an input unconnected and the material
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compiles with a default value — a coursing mask of 0 is invisible, which
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is exactly how the first attempt failed.
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"""
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ok = lib.connect_material_expressions(src, "", dst, pin)
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if not ok:
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log(f"material {mat_name}: FAILED to connect {src.__class__.__name__} "
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f"-> {dst.__class__.__name__}.{pin or '(default)'}")
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return ok
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# world position -> noise -> lerp(dark, bright) -> base colour
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wp = node(unreal.MaterialExpressionWorldPosition)
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scale = scalar(spec.get("noise_scale", 0.004))
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@@ -108,10 +129,57 @@ def ensure_material(mat_name, spec):
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lib.connect_material_expressions(c3(spec["dark"]), "", lerp, "A")
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lib.connect_material_expressions(c3(spec["bright"]), "", lerp, "B")
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lib.connect_material_expressions(noise, "", lerp, "Alpha")
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lib.connect_material_property(lerp, "", unreal.MaterialProperty.MP_BASE_COLOR)
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lib.connect_material_property(
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scalar(spec.get("roughness", 0.85)), "", unreal.MaterialProperty.MP_ROUGHNESS)
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# --- optional masonry coursing -----------------------------------------
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# A world-space course mask: the fractional part of Z / course height is a
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# sawtooth per course; zeroing it gives a joint line every course. The row
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# index shifts each course sideways by half a brick, so vertical joints
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# stagger. All of it is world-space, so every building shares the coursing
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# without needing its own UVs.
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base_color_expr = lerp
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if spec.get("courses_m"):
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# WorldPosition is in CENTIMETRES, so a course height given in metres must
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# be scaled by 100 here; getting this wrong makes the coursing 100x too
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# fine to see at all (the first attempt did exactly that).
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course_cm = float(spec["courses_m"]) * 100.0
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row = node(unreal.MaterialExpressionDivide)
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link(wp, row, "A")
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link(c3((course_cm, course_cm, course_cm)), row, "B")
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saw = node(unreal.MaterialExpressionFrac)
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link(row, saw)
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# Joint mask without a comparison node (UE has no Less): 1 - saw/joint is
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# 1 at the course boundary and 0 once past the joint width; clamped to 0..1
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# so it is a linear band rather than a hard step.
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div = node(unreal.MaterialExpressionDivide)
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link(saw, div, "A")
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# joint_width is a fraction of one course (0.11 ~= a 6 cm joint on a
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# 55 cm course), which is the space `saw` lives in after the divide.
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link(scalar(spec.get("joint_width", 0.11)), div, "B")
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inv = node(unreal.MaterialExpressionOneMinus)
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link(div, inv)
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joint = node(unreal.MaterialExpressionClamp)
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link(inv, joint)
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tinted = node(unreal.MaterialExpressionLinearInterpolate)
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link(lerp, tinted, "A")
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link(c3(spec.get("joint_tint", (0.34, 0.31, 0.27))), tinted, "B")
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link(joint, tinted, "Alpha")
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base_color_expr = tinted
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lib.connect_material_property(base_color_expr, "", unreal.MaterialProperty.MP_BASE_COLOR)
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# Roughness: lerp(base, base + variation, noise) so the highlight breaks up.
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variation = float(spec.get("roughness_variation", 0.0))
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if variation > 0.0:
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rough_lerp = node(unreal.MaterialExpressionLinearInterpolate)
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lib.connect_material_expressions(
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scalar(spec.get("roughness", 0.85)), "", rough_lerp, "A")
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lib.connect_material_expressions(
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scalar(min(1.0, spec.get("roughness", 0.85) + variation)), "", rough_lerp, "B")
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lib.connect_material_expressions(noise, "", rough_lerp, "Alpha")
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lib.connect_material_property(rough_lerp, "", unreal.MaterialProperty.MP_ROUGHNESS)
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else:
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lib.connect_material_property(
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scalar(spec.get("roughness", 0.85)), "", unreal.MaterialProperty.MP_ROUGHNESS)
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try:
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lib.connect_material_property(
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scalar(spec.get("specular", 0.3)), "", unreal.MaterialProperty.MP_SPECULAR)
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@@ -278,10 +346,35 @@ def build():
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roughness=0.98, specular=0.15, noise_scale=0.003),
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"M_RoadPaint": dict(dark=(0.74, 0.74, 0.72), bright=(0.86, 0.86, 0.84),
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roughness=0.62, specular=0.35, noise_scale=0.02),
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"M_FacadeStone": dict(dark=(0.62, 0.58, 0.50), bright=(0.74, 0.70, 0.62),
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roughness=0.72, specular=0.32, noise_scale=0.005),
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"M_Stucco": dict(dark=(0.52, 0.48, 0.42), bright=(0.66, 0.62, 0.55),
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roughness=0.86, specular=0.25, noise_scale=0.004),
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# Ashlar coursing at 0.55 m (a 0.10 m band joint), the reading the 2009
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# facade photograph gives for the hero's stone; roughness breaks up so the
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# wall is not one specular plane.
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"M_FacadeStone": dict(dark=(0.62, 0.58, 0.50), bright=(0.76, 0.72, 0.64),
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roughness=0.70, specular=0.32, noise_scale=0.005,
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courses_m=0.55, joint_width=0.11,
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joint_tint=(0.40, 0.37, 0.32), roughness_variation=0.12),
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# Rendered/stucco frontage: no coursing, but a fine tooth and a wider
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# roughness range than before, because flat stucco is what read as plastic.
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"M_Stucco": dict(dark=(0.50, 0.46, 0.40), bright=(0.68, 0.64, 0.57),
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roughness=0.76, specular=0.25, noise_scale=0.0025,
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roughness_variation=0.20),
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# Stone in shadow: the hero's recessed wall behind the colonnade. Same
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# coursing as the face, a stop darker, so depth reads without a light.
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"M_FacadeStoneShadow": dict(dark=(0.40, 0.37, 0.32), bright=(0.52, 0.49, 0.43),
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roughness=0.78, specular=0.26, noise_scale=0.005,
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courses_m=0.55, joint_width=0.11,
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joint_tint=(0.28, 0.26, 0.23),
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roughness_variation=0.10),
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# Glazing: low roughness, strong specular. A plausible IOR for glass sits
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# near 1.5, which UE expresses through specular ~0.5-0.6 on an opaque
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# surface (there is no refraction pass at blockout fidelity).
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"M_FacadeGlass": dict(dark=(0.030, 0.045, 0.055), bright=(0.075, 0.095, 0.110),
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roughness=0.14, specular=0.62, noise_scale=0.01,
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roughness_variation=0.06),
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# The JIMMY KIMMEL banners: the one saturated surface on the elevation.
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"M_FacadeBanner": dict(dark=(0.32, 0.05, 0.07), bright=(0.55, 0.10, 0.12),
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roughness=0.72, specular=0.22, noise_scale=0.02,
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roughness_variation=0.12),
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}
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SURFACE_MATERIALS = {
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"Terrain_DEM": "M_Ground",
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@@ -337,15 +430,45 @@ def build():
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LABEL_MATERIALS = {"Hero_Facade": "M_FacadeStone",
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"North_TCL_Chinese": "M_Stucco",
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"North_Madame_Tussauds": "M_Stucco"}
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# Assign per SLOT, by what the slot's imported material is called, not just
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# slot 0: the hero mesh's slot 0 is the banner, so the stone, the shadowed
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# stone and the glazing were all still wearing their flat Blender materials.
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SLOT_RULES = (
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("glass", "M_FacadeGlass"),
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("banner", "M_FacadeBanner"),
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("stoneshadow", "M_FacadeStoneShadow"),
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("stone", "M_FacadeStone"),
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("roof", "M_Concrete"),
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("wall", "M_Stucco"),
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)
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def slot_material_name(slot_mesh_material):
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if not slot_mesh_material:
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return None
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key = slot_mesh_material.get_name().lower()
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for needle, target in SLOT_RULES:
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if needle in key:
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return target
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return None
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assigned = 0
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for actor in unreal.EditorLevelLibrary.get_all_level_actors():
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mat_name = LABEL_MATERIALS.get(actor.get_actor_label())
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if not mat_name or mat_name not in built:
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continue
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fallback = LABEL_MATERIALS.get(actor.get_actor_label())
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comp = actor.get_component_by_class(unreal.StaticMeshComponent)
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if comp and comp.static_mesh:
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comp.set_material(0, built[mat_name])
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if not comp or not comp.static_mesh:
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continue
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slots = comp.static_mesh.get_editor_property("static_materials")
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touched = 0
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for index, slot in enumerate(slots):
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mesh_mat = slot.get_editor_property("material_interface")
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target = slot_material_name(mesh_mat) or fallback
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if target and target in built:
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comp.set_material(index, built[target])
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touched += 1
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if touched:
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assigned += 1
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log(f"materials {actor.get_actor_label()}: {touched}/{len(slots)} slots")
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log(f"assigned look materials to {assigned} facade/background actors")
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# --- surrounding block frontage ---------------------------------------
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@@ -240,9 +240,9 @@ try:
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# verticals stay parallel. The old shot looked up ~4 deg from 4.2 m at a
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# 7.6 m target, which converged the columns — the one thing an
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# architectural elevation must not do (archviz: "straight verticals").
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("hero-facade-front", unreal.Vector(hero_x + 200, -3200, 760), unreal.Vector(hero_x, hero_y + 400, 760)),
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("hero-facade-front", unreal.Vector(hero_x + 200, -3200, 760), unreal.Vector(hero_x, hero_y + 400, 760), 42.0),
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# oblique from the north-west, reading the colonnade in depth
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("hero-facade-oblique", unreal.Vector(hero_x - 2200, -3400, 620), unreal.Vector(hero_x + 300, hero_y, 700)),
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("hero-facade-oblique", unreal.Vector(hero_x - 2200, -3400, 620), unreal.Vector(hero_x + 300, hero_y, 700), 55.0),
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]
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# --- review shot cameras + save -------------------------------------------
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# Order matters: the review scene is staged in the default (unsaved) world.
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@@ -256,6 +256,12 @@ try:
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"shot_rotations",
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[unreal.MathLibrary.find_look_at_rotation(c[1], c[2]) for c in cams])
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shots.set_editor_property("shot_names", [c[0] for c in cams])
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# Optional 4th element: field of view in degrees. 0 keeps the default 90.
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# Elevations shot from across the street use a long lens so the building
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# fills the frame without pitching the camera (archviz: straight
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# verticals, telephoto for elevations).
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shots.set_editor_property(
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"shot_field_of_view", [float(c[3]) if len(c) > 3 else 0.0 for c in cams])
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shots.set_editor_property("quit_when_done", True)
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log(f"staged: ShotSequencer with {len(cams)} cameras: {', '.join(c[0] for c in cams)}")
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||||
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@@ -282,7 +288,7 @@ try:
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||||
# the colonnade's underside.
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# Level horizon for the same reason: a block elevation is read by its
|
||||
# verticals, and a pitched camera makes them lean.
|
||||
("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620)),
|
||||
("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620), 48.0),
|
||||
# Street level, from the north sidewalk: the old camera sat at Y -400,
|
||||
# inside the facade body (which spans Y -1457..-200), so it looked at
|
||||
# the unlit back face. Y -2600 is on the sidewalk in front of the lit
|
||||
@@ -309,6 +315,9 @@ try:
|
||||
seq.set_editor_property("shot_rotations",
|
||||
[unreal.MathLibrary.find_look_at_rotation(c[1], c[2]) for c in demo_shots])
|
||||
seq.set_editor_property("shot_names", [c[0] for c in demo_shots])
|
||||
seq.set_editor_property(
|
||||
"shot_field_of_view",
|
||||
[float(c[3]) if len(c) > 3 else 0.0 for c in demo_shots])
|
||||
# quit after the demo shots so a dedicated DemoMap capture run
|
||||
# terminates cleanly (render_screenshots.sh runs both maps).
|
||||
seq.set_editor_property("quit_when_done", True)
|
||||
|
||||
Reference in new issue
Block a user