Materials: look-developed surface materials for every exported asset #5

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zwitschi wants to merge 5 commits from materials-lookdev-0.1.0 into main
pull from: materials-lookdev-0.1.0
5 Commits
Author SHA1 Message Date
zwitschi edafb73553 docs: record owner approval of the material look pass 2026-11-07 20:33:06 +01:00
zwitschi 47f0157680 docs: mark demo shots and the materials item as awaiting visual approval 2026-11-07 19:56:07 +01:00
zwitschi d0463cd68a memory: record worktree build and shared /tmp traps, material look recipe 2026-11-07 19:54:55 +01:00
zwitschi 45a206e45f materials: look-developed surface materials for every exported asset
Replaces the flat Constant3Vector fills with a procedural material set built in
ensure_material(): base colour blended between two shades by world-space noise
for large-scale variation, plus explicit roughness and specular so each surface
type reads.

- M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98,
  M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86
- Site meshes take their material by mesh name; the hero facade and the two
  north-side buildings take theirs by actor label, so they are covered even
  though other scripts stage them.
- Materials are deleted and rebuilt on every run, so a look change cannot be
  masked by a stale asset.

Screenshots re-rendered: the facade reads as warm stone with surface variation,
asphalt as dark asphalt with grain, concrete and kerbs lighter, and the north
buildings in stucco instead of flat grey.

Docs: Screenshots/README documents the material set; TODO marks the item done
and leaves the richer texture-based pass to the 0.1.4 facade patch.
2026-11-07 19:53:39 +01:00
zwitschi 75694d2577 todo: claim materials and look development on branch materials-lookdev-0.1.0 2026-11-07 19:39:24 +01:00