Files
gig-line/Screenshots/README.md
T
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

82 lines
6.0 KiB
Markdown

# Screenshots — visual review
Rendered in-game captures of the current project content, generated by
[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are
committed alongside this README so a reviewer sees exactly what the build
rendered.
## How to regenerate
```bash
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_A` rests on the floor, `Cube_ScaleTest_B` floats 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.py` camera 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.
| File | Preview | View | What it shows |
| --- | --- | --- | --- |
| `review-overview.png` | [<img src="review-overview.png" alt="overview" width="200">](review-overview.png) | 7 m up, NE | Whole review layout: character + both cubes on the floor |
| `review-character.png` | [<img src="review-character.png" alt="character" width="200">](review-character.png) | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane |
| `review-scale-cubes.png` | [<img src="review-scale-cubes.png" alt="scale cubes" width="200">](review-scale-cubes.png) | south | Floating vs grounded cube: cast vs contact shadow |
| `review-player-placement.png` | [<img src="review-player-placement.png" alt="player placement" width="200">](review-player-placement.png) | spawn | The `AGigLineCharacter` pawn, capsule height and landing |
| `review-npc-prefab.png` | [<img src="review-npc-prefab.png" alt="npc prefab" width="200">](review-npc-prefab.png) | mid, west | The `AGigLineNPCPerson` prefab: collision capsule + visible MPFB body, feet on Z 0 (**new 2026-11-07**) |
| `review-ground-contact.png` | [<img src="review-ground-contact.png" alt="ground contact" width="200">](review-ground-contact.png) | knee height, feet | Floating/sinking character is obvious here |
| `review-shadow-compare.png` | [<img src="review-shadow-compare.png" alt="shadow compare" width="200">](review-shadow-compare.png) | low angle | Detached (floating) vs touching (grounded) shadows |
| `review-hero-portals.png` | [<img src="review-hero-portals.png" alt="hero portals" width="200">](review-hero-portals.png) | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth |
| `review-hero-facade-front.png` | [<img src="review-hero-facade-front.png" alt="hero facade front" width="200">](review-hero-facade-front.png) | road side, straight-on | Hero façade elevation and column rhythm |
| `review-hero-facade-oblique.png` | [<img src="review-hero-facade-oblique.png" alt="hero facade oblique" width="200">](review-hero-facade-oblique.png) | north-west | Body depth and column line standing proud of the mass |
## Demo-map views
Rendered from `/Game/Hollywood/DemoMap`, the walkable level. Click an image for the full-size PNG.
| File | Preview | Approval | What it shows |
| --- | --- | --- | --- |
| `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="200">](demo/review-demo-spawn-view.png) | needs review | Spawn view from the north sidewalk: the hero façade across the road under fixed daytime light |
| `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="200">](demo/review-demo-street-level.png) | needs review | Street level from the north sidewalk: the façade colonnade and columns at eye height, now sunlit with cast shadows (was backlit and near-black) |
| `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="200">](demo/review-demo-crossing.png) | needs review | The designated mid-block crossing at s=130 m (UE X -14956): three continental zebra bars on the dark asphalt, kerbs flushed to ramps, camera on the north sidewalk looking along the crosswalk |
| `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="200">](demo/review-demo-north-buildings.png) | needs review | North-side background buildings (TCL, Tussaud's) across the Blvd, lit against the sky |
## 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 `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
- Hero façade renders pale — Blender flat colours with no normal/roughness, so
it reads as untextured stone (the `0.1.4` façade 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.