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.
28 KiBLFS
28 KiBLFS