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.
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Screenshots — visual review
Rendered in-game captures of the current project content, generated by
Tools/render_screenshots.sh. The PNGs are
committed alongside this README so a reviewer sees exactly what the build
rendered.
How to regenerate
Tools/render_screenshots.sh
Rebuilds Game/GigLine/Content/Test/ReviewMap.umap from current content, runs
the game on it (and on the DemoMap for the walkable views), walks the fixed
camera list via AGigLineShotActor, captures each shot, copies the PNGs here
and exits — about a minute. The camera list lives in
Tools/ue_build_review_map.py; add new shots there, remove retired ones here.
Scene conventions
- Floor: 160 m square, top face at Z 0. The character measures Z 0..83 cm.
- Cubes:
Cube_ScaleTest_Arests on the floor,Cube_ScaleTest_Bfloats at Z 2 m; both are exactly 1 m — the scale reference. - Lighting (review map): one warm key light plus sky fill, neutral exposure.
- Lighting (demo map): fixed daytime — sun at pitch -50 / yaw 120 (intensity
4, warm), sky light 2.6, sky atmosphere, height fog, and a manual-exposure
post-process volume (min = max brightness 1.0) so a shot cannot wash out or
crush to black depending on how much sky it frames. Surface colours are
assigned explicitly in
Tools/ue_build_demo_map.py(M_Asphalt,M_Concrete,M_Ground,M_RoadPaint) because Blender's flat diffuse colours do not survive the FBX → Unreal import.
Review-map shots
All ☑ approved 2026-11-07 (re-rendered with the character and cubes restored; user visual check passed).
Naming: shots use their stable
Tools/ue_build_review_map.pycamera name (no index prefix), so adding or reordering cameras never renumbers files or orphans the old ones. Click an image for the full-size PNG.
Demo-map views
Rendered from /Game/Hollywood/DemoMap, the walkable level. Click an image for the full-size PNG.
What to look for
- Ground contact: feet meet the plane with no gap and no shadow seam.
- Scale: everything checks against the 1 m cubes.
- Façade rhythm: six columns at 4.96 m across 25.75 m should read as the photographs in silhouette.
Known cosmetic issues
- Floor speckle from the
Constant3Vectorwiring inTools/ue_build_review_map.py. - Hero façade renders pale — Blender flat colours with no normal/roughness, so
it reads as untextured stone (the
0.1.4façade patch, not a lighting bug). - Banners and window panels float detached from the colonnade wall (next modelling pass).
- Between kerb and building line, the walkable surface is the terrain mesh, not a modelled pavement.













