# Screenshots — demo-map visual review Rendered captures of **the demo map only** — what a player sees when the demo runs. Generated by [`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh); the PNGs are committed so a reviewer sees exactly what the build rendered. The review staging map (`/Game/Test/ReviewMap`) is not part of this set: it exists to hold the camera list and the hero detail rig, and it is not what ships. ## How to regenerate ```bash Tools/render_screenshots.sh --verify ``` Stages the demo shot cameras, runs the game on `/Game/Hollywood/DemoMap`, copies the PNGs into `Screenshots/demo/` and then runs [`Tools/visual_loop.py`](../Tools/visual_loop.py) `--verify` to check that each shot still shows the content its expectation describes. About a minute. ## The shot list Each shot has an **expectation** in [`Tools/visual_targets.json`](../Tools/visual_targets.json) — the content the capture must show — and a verification state produced by `--verify`: it fails if the frame is blank, the wrong size, or has no tonal range. | # | File | View | Expected content | Verified | | --- | --- | --- | --- | --- | | 1 | `demo/review-demo-spawn-view.png` | north sidewalk | The whole south block: the neoclassical hero façade between its neighbours, both sidewalks and the road in the foreground | ☑ 2026-11-09 | | 2 | `demo/review-demo-street-level.png` | eye height, north side | Street level: the hero colonnade with the adjacent frontage buildings either side, shopfronts at pavement level | ☑ 2026-11-09 | | 3 | `demo/review-demo-crossing.png` | along the crosswalk | The designated mid-block crossing (s=130 m, UE X −14956): zebra bars on the asphalt, south frontage and colonnade behind | ☑ 2026-11-09 | | 4 | `demo/review-demo-north-buildings.png` | across the Boulevard | The two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) from the south side, full height in frame | ☑ 2026-11-09 | Approval is per shot, in the table above. Add a row when a shot is added; remove the file in the same change when a shot is retired. ## The iteration loop (uncommitted) `Tools/visual_loop.py` measures each capture against its reference photograph and turns the deltas into modelling actions for the Blender skill packs: ```bash python3 Tools/visual_loop.py --compare --iteration 3 # writes Art/reference/iterations/3/ ``` That directory is **gitignored**: iterations stay uncommitted until a shot is confirmed, and only confirmed shots are promoted into `Screenshots/demo/`. The feedback file names the affected skill (`blender-modeler`, `archviz`, `materials`, `lookdev`, `camera-cinematography`) so the next modelling pass has a starting point rather than an opinion. Note the comparison is only meaningful when the shot and the reference frame the same subject — a wide block view measured against a tight façade crop will always report low edge similarity. ## Scene conventions - **Demo map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun pitch −62 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure. - **Cameras**: elevation shots sit at their target height (pitch 0, so verticals stay parallel) and use a 42–55° lens to fill the frame from across the street. - **Materials**: every surface carries a look-developed material from `Tools/ue_build_demo_map.py` — noise-blended base colour, masonry coursing, and a generated texture set (`Tools/generate_facade_textures.py`) sampled world-aligned. Explicit roughness and specular per surface type. ## Known cosmetic issues - Hero façade renders pale: the stone material is a graph and a texture set, not a scanned surface (the `0.1.4` façade pass is in progress). - Banners sit on the column line rather than flush to the wall (they hang on the columns in the photographs, so this is acceptable). - Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement. - The El Capitan Theatre has no marquee or blade sign yet — the feature that makes it read as itself.