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gig-line/Screenshots/README.md
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zwitschi 3942e9a215 feat(facades): 0.1.6 retail second pass — relief, material mapping, framing
What the first pass got wrong, and what changed:

- The mural plates were placed 0.20 m INSIDE the solid blockout volume, so they
  never rendered. Nothing can be recessed into a solid we do not cut: the inset is
  now faked by a proud frame with a near-flush plate, and the row reads.
- Detail sat 0.05 m off the wall, under a pixel of depth at 40 m. Trim planes now
  stand 0.10-0.20 m proud, and the parapet became two tiers with deeper reveals.
- 6806's parapet started at 0.62 H and left a 4.6 m blank band; the window storey
  and parapet moved up to follow the photograph.
- Security bars on the upper windows, twelve fluted fins on the corner tower.
- The trim's stucco/white/glass slots are mapped onto the demo's look materials, so
  the walls sit in the same noise/texture family as the rest of the block; the
  colour slots sampled from the photograph stay as authored.
- Review camera pulled back and widened to 66 deg so the east end is in frame.
- The scene audit caught duplicate RetailTrim_ actors: the demo builder's clear list
  did not include the new label, so every rebuild stacked another copy.

Still open and not fixable by geometry: wall lettering. A plate at 0.10 m does not
read at 40 m, so it moves to the 0.9.0 decal route (TODO.md, Screenshots/README.md).
2026-11-09 09:54:33 +01:00

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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; 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

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 --verify to check that each shot still shows the content its expectation describes. About a minute.

Status at a glance

Every shot is embedded below, in order, so the whole review happens in this file.

# Shot Verified Approved
1 Spawn view ☑ 2026-11-09 ☑ 2026-11-09
2 Street level ☑ 2026-11-09 ☑ 2026-11-09
3 Crossing ☑ 2026-11-09 ☑ 2026-11-09
4 North buildings ☑ 2026-11-09 ☑ 2026-11-09
5 Retail frontage ☑ 2026-11-09 ☐ pending

Verified is what --verify reports: the frame is not blank, is the right size, and has tonal range. Approved is the owner's verdict, recorded here. Each shot also has an expectation in Tools/visual_targets.json describing the content it must show.


1. Spawn view

Spawn view: the whole south block from the north sidewalk

  • File: demo/review-demo-spawn-view.png
  • View: north sidewalk, 14 m back, level horizon
  • Expected content: the whole south block — the neoclassical hero façade between its neighbouring buildings, both sidewalks and the road in the foreground
  • Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09

2. Street level

Street level: the hero colonnade at eye height

  • File: demo/review-demo-street-level.png
  • View: eye height, north side
  • Expected content: the hero colonnade with the adjacent frontage buildings either side, shopfronts at pavement level
  • Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09

3. Crossing

Crossing: the designated mid-block crossing with zebra bars

  • File: demo/review-demo-crossing.png
  • View: from the north sidewalk along the crosswalk
  • Expected content: the designated mid-block crossing (s=130 m, UE X −14956) — zebra bars on the asphalt, south frontage and colonnade behind
  • Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09

4. North buildings

North buildings: TCL Chinese Theatre and Madame Tussaud's from the south

  • File: demo/review-demo-north-buildings.png
  • View: across the Boulevard from the south side
  • Expected content: the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's), full height in frame
  • Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09

5. Retail frontage

Retail frontage: 6800 Lee Drug and 6806–6820 from across the street

  • File: demo/review-demo-retail-frontage.png
  • View: north sidewalk, level horizon, 68° lens
  • Expected content: the retail run beside the hero — 6800 Lee Drug's bronze cornice, mural row and parapet next to 6806–6820's burgundy fascia, pilasters and window storey
  • Verified: ☑ 2026-11-09 · Approved: ☐ pending

Read this one against the reference photograph it was modelled from: Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg (Gb321, CC BY-SA 4.0).

Known gaps in this first pass, recorded rather than hidden:

  • The parapet still reads as a blank band. It is now two tiers with three deeper reveals, and the step is visible, but there is no profile or shadow line to break the wall — a moulded coping and a modelled reveal need the 0.9.0 façade system.
  • The mural row now reads (framed plates standing 0.12–0.20 m off the wall), but the lettering band does not: it is a plate at 0.10 m and it disappears at 40 m. Wall lettering is a decal/texture problem, scoped in 0.9.0; no amount of extra plate depth fixed it in the second pass.
  • The corner tower is a plain cylinder with two cap rings — the stepped Deco profile in the photograph is richer than that.
  • The camera crops the east end of Lee Drug at 68° from the north sidewalk.
  • 6822 Budget is untouched and still a bare blockout volume: no photograph of it exists.

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:

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 42–68° 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.