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

6.0 KiB

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_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 overview 7 m up, NE Whole review layout: character + both cubes on the floor
review-character.png character eye height, south MPFB mannequin, idle pose + warm skin; feet meet the plane
review-scale-cubes.png scale cubes south Floating vs grounded cube: cast vs contact shadow
review-player-placement.png player placement spawn The AGigLineCharacter pawn, capsule height and landing
review-npc-prefab.png npc prefab mid, west The AGigLineNPCPerson prefab: collision capsule + visible MPFB body, feet on Z 0 (new 2026-11-07)
review-ground-contact.png ground contact knee height, feet Floating/sinking character is obvious here
review-shadow-compare.png shadow compare low angle Detached (floating) vs touching (grounded) shadows
review-hero-portals.png hero portals 8 m, eye height Three genuine 1.2 m portal recesses with flights and plinth
review-hero-facade-front.png hero facade front road side, straight-on Hero façade elevation and column rhythm
review-hero-facade-oblique.png hero facade oblique 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 spawn view needs review Spawn view from the north sidewalk: the hero façade across the road under fixed daytime light
demo/review-demo-street-level.png street level 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 crossing 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 north buildings 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.