Lighting: fixed daytime rig, real surface materials, dynamic lights #3

Closed
zwitschi wants to merge 4 commits from gameplay-lighting-0.1.0 into main
pull from: gameplay-lighting-0.1.0
4 Commits
Author SHA1 Message Date
zwitschi 04081ed178 docs: consolidate screenshot table, mark all shots approved
- Screenshots/README.md: one table for all 14 shots (review + demo) with an
  index, the map each came from, camera view and description; all approved
  2026-11-07 by the owner. Scene conventions now document both maps and the
  dynamic-only lighting setup.
- TODO.md: Fixed daytime lighting marked done; the stale 'corridor renders
  near-black' note on the crossing item updated.
2026-11-07 18:16:12 +01:00
zwitschi 240bad9af1 lighting: dynamic-only lights so no lighting build is required
The editor warned 'LIGHTING NEEDS TO BE REBUILT' (Build Lighting Only /
BuildLighting) because the sun and sky were Stationary with no baked lightmap.
The demo is a fixed daytime scene lit entirely dynamically, so:

- Config/DefaultEngine.ini: r.AllowStaticLighting=False - nothing to build.
- DemoMap + ReviewMap builders: sun, sky light, height fog and the staged
  mesh components are set to ComponentMobility.MOVABLE.

Also clears the Android File Server SecurityToken in DefaultEngine.ini: the
plugin is disabled and excluded from shipping, and the value is a credential
that must not be committed.

All 14 screenshots re-rendered; no lighting warnings in the build or run logs.
2026-11-07 18:08:49 +01:00
zwitschi 830ce596fa lighting: fixed daytime rig, real surface materials, crossing fix
Fixed daytime lighting and basic ambience for the DemoMap:

- Sun pitch -50 / yaw 120 (intensity 4, warm), sky light 2.6 with real-time
  capture, sky atmosphere, height fog, and an unbound post-process volume with
  fixed exposure (min = max brightness) so no shot washes out or crushes to
  black depending on how much sky it frames.
- Root cause of the washed-out look was NOT the sun: Blender's flat diffuse
  colours do not survive the FBX->Unreal import. Every site material arrived
  white and the terrain arrived with WorldGridMaterial. The demo builder now
  creates and assigns M_Asphalt / M_Concrete / M_Ground / M_RoadPaint.
- Crossing fix: each zebra band was its own object, so Blender renamed the
  duplicates .001/.002 and site assembly (exact-name append) kept only one.
  All bands are now a single Crossing_Markings mesh (36 verts, 3 bands).
- Terrain gets a Ground_Earth material in the builder so it stops importing
  as a white grid.
- Demo cameras: street-level no longer sits inside the facade body (was
  rendering its back face), and the crossing camera aims at the designated
  s=130.1 crossing (UE X -14956) looking along the crosswalk.

Screenshots re-rendered; the four demo views are marked needs-review for the
owner's approval. MEMORY.md records the material-import, exposure,
light_color, band-naming and camera-bounds traps.
2026-11-07 17:56:21 +01:00
zwitschi 121c0398b0 todo: demo level closed; claim Fixed daytime lighting on gameplay-lighting-0.1.0 2026-11-07 16:59:04 +01:00