0.1.4 materials pass plus the camera fix levelling exposed. Materials (Tools/ue_build_demo_map.py): - ensure_material() gains optional masonry coursing (world-space course height, joint band, joint tint) and roughness variation, so facades read as coursed stone/stucco instead of one flat specular plane. - WorldPosition is in centimetres: course heights in metres are scaled by 100 (the first attempt divided by 0.55 and the coursing was invisible). - connect_material_expressions returns False rather than raising, so every link now goes through a link() helper that logs failures; UE has no MaterialExpressionLess, so the joint mask is Frac -> Divide -> OneMinus -> Clamp. - New materials: M_FacadeStoneShadow, M_FacadeGlass (specular 0.62 ~ IOR 1.5), M_FacadeBanner. - Material assignment is now per SLOT keyed on the imported slot material name. It was slot-0 only, which on the hero is the banner, so stone, shadow stone and glazing still wore flat Blender materials. Hero now 4/4 slots. Cameras (GigLineShotActor + ue_build_review_map): - Optional per-shot ShotFieldOfView; the shot tuples take a 4th element. - Elevations use a 42-55 deg lens from across the street: with the cameras levelled (0.1.2 follow-up) the building was small in frame, and tilting to fill it is what breaks the verticals. hero-facade-front sky 39% -> 20%, demo-spawn-view 23% -> 16%. Screenshots re-rendered for the whole set.
54 KiBLFS
54 KiBLFS