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).
120 lines
6.8 KiB
Markdown
120 lines
6.8 KiB
Markdown
# Screenshots — demo-map visual review
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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.
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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.
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## How to regenerate
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```bash
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Tools/render_screenshots.sh --verify
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```
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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.
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## Status at a glance
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Every shot is embedded below, in order, so the whole review happens in this file.
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| # | Shot | Verified | Approved |
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| --- | ------------------------------------- | ------------ | ------------ |
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| 1 | [Spawn view](#1-spawn-view) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 2 | [Street level](#2-street-level) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 3 | [Crossing](#3-crossing) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 4 | [North buildings](#4-north-buildings) | ☑ 2026-11-09 | ☑ 2026-11-09 |
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| 5 | [Retail frontage](#5-retail-frontage) | ☑ 2026-11-09 | ☐ pending |
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**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`](../Tools/visual_targets.json) describing the content it must show.
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---
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## 1. Spawn view
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- **File:** `demo/review-demo-spawn-view.png`
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- **View:** north sidewalk, 14 m back, level horizon
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- **Expected content:** the whole south block — the neoclassical hero façade between its neighbouring buildings, both sidewalks and the road in the foreground
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
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---
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## 2. Street level
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- **File:** `demo/review-demo-street-level.png`
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- **View:** eye height, north side
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- **Expected content:** the hero colonnade with the adjacent frontage buildings either side, shopfronts at pavement level
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
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---
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## 3. Crossing
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- **File:** `demo/review-demo-crossing.png`
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- **View:** from the north sidewalk along the crosswalk
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- **Expected content:** the designated mid-block crossing (s=130 m, UE X −14956) — zebra bars on the asphalt, south frontage and colonnade behind
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
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---
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## 4. North buildings
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- **File:** `demo/review-demo-north-buildings.png`
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- **View:** across the Boulevard from the south side
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- **Expected content:** the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's), full height in frame
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
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---
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## 5. Retail frontage
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- **File:** `demo/review-demo-retail-frontage.png`
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- **View:** north sidewalk, level horizon, 68° lens
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- **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
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- **Verified:** ☑ 2026-11-09 · **Approved:** ☐ pending
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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).
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Known gaps in this first pass, recorded rather than hidden:
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- **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.
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- **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.
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- **The corner tower is a plain cylinder with two cap rings** — the stepped Deco profile in the photograph is richer than that.
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- **The camera crops the east end** of Lee Drug at 68° from the north sidewalk.
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- **6822 Budget is untouched** and still a bare blockout volume: no photograph of it exists.
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---
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## The iteration loop (uncommitted)
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`Tools/visual_loop.py` measures each capture against its reference photograph and turns the deltas into modelling actions for the Blender skill packs:
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```bash
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python3 Tools/visual_loop.py --compare --iteration 3 # writes Art/reference/iterations/3/
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```
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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.
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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.
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## Scene conventions
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- **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.
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- **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.
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- **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.
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## Known cosmetic issues
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- 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).
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- Banners sit on the column line rather than flush to the wall (they hang on the columns in the photographs, so this is acceptable).
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- Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement.
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- The El Capitan Theatre has no marquee or blade sign yet — the feature that makes it read as itself.
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