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gig-line/Screenshots/README.md
T
zwitschi 803e77473c docs: give every known cosmetic issue a version, move blocked work out of 0.1.6
Screenshots/README.md's known-issues list had no tickets, so the same defects kept
resurfacing as surprises. It is now a table with the issue, the version and item
that owns it, and a state.

Two entries were stale and are removed: the El Capitan Theatre marquee and blade
sign have been staged since ue_stage_theatre_trim.py landed (six trim actors in the
demo map), and 'materials are not yet created' contradicted the scene conventions
in the same file.

Moved out of 0.1.6, which is a patch and cannot carry new scope:
- wall lettering decal, moulded parapet profile, tower stepping and portrait
  panels as textures -> 0.9.0 per-building models
- 6822 Budget (blocked: no photograph exists) -> 0.9.0 photography gap
The patch keeps what a patch can do: the trim that reads, the verified shot, the tag.

Filed with their proper owners: hero entrance doors and central-bay positioning ->
0.9.0 hero item; pale hero stone -> 0.9.0 measured material library; pavement
between kerb and building line -> 0.6.0 visual polish.

The 0.1.6 claim is released: nothing left on this branch but the owner's approval
and the tag.
2026-11-09 10:07:27 +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`](../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
```bash
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`](../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](#1-spawn-view) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 2 | [Street level](#2-street-level) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 3 | [Crossing](#3-crossing) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 4 | [North buildings](#4-north-buildings) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 5 | [Retail frontage](#5-retail-frontage) | ☑ 2026-11-09 | ☑ 2026-11-09 |
**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.
---
## 1. Spawn view
![Spawn view: the whole south block from the north sidewalk](demo/review-demo-spawn-view.png)
- **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](demo/review-demo-street-level.png)
- **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](demo/review-demo-crossing.png)
- **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](demo/review-demo-north-buildings.png)
- **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](demo/review-demo-retail-frontage.png)
- **File:** `demo/review-demo-retail-frontage.png`
- **View:** north sidewalk, level horizon, 68° lens
- **Expected content:** 6800 Lee Drug and 6806–6820 façades, full width in frame, showing the parapet, mural row, and lettering band
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
- **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:** ☑ 2026-11-09
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:
```bash
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
Each issue is tracked in `TODO.md` under the version that will fix it; an issue with no ticket is a bug in the plan, not a note.
| Issue | Where it is tracked | State |
| --- | --- | --- |
| Hero stone renders pale — the material is a procedural graph and a generated texture set, not a measured surface | `0.9.0` → Materials, UVs and performance: **measured material library** | Open |
| Hero façade has no doors at street level left and right of the central bay, and the central bay elements (columns, stairs, set-back entrance, door frames, signage) are not positioned as the photographs show | `0.9.0` → Per-building models: **hero façade (6840)** | Open |
| Nothing should stand in front of the hero façade that blocks it — no awning, no temporary structure | `0.9.0` → Per-building models: **hero façade (6840)**, same item | Open |
| Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement | `0.6.0` → Look and sound: **model the pavement between kerb and building line** | Open |
| Retail parapet has no moulded profile, and wall lettering built as a plate does not read at 40 m | `0.9.0` → Per-building models: **6800 Lee Drug and 6806–6820, second pass** | Open (moved out of `0.1.6`) |
| 6822 Budget is a bare blockout volume — no photograph exists to model it from | `0.9.0` → Per-building models: **photography gap** | Deferred (moved out of `0.1.6`) |
Accepted by the owner, not a defect:
- Banners hang on the column line rather than flush to the wall — that is how they hang in the photographs.
Resolved and removed from this list on 2026-11-09:
- "The El Capitan Theatre has no marquee or blade sign" — the trim has been staged since `Tools/ue_stage_theatre_trim.py` landed; the demo map carries all six trim actors (`/tmp/gigline/theatre-import.txt`).
- "Materials are not yet created in Blender or fully integrated" — contradicted by the Scene conventions above: every surface carries a look-dev material built in `Tools/ue_build_demo_map.py`.