diff --git a/DONE.md b/DONE.md index daedf22..411e0cd 100644 --- a/DONE.md +++ b/DONE.md @@ -1049,6 +1049,62 @@ reports to `docs/screens/realism//`. texture 0.8→1.0, backdrop 0.6→1.6, and the Pillow metric gap 0.444→0.348. - [x] Update `README.md` (tool usage + gallery), `MEMORY.md` and `docs/architecture.md`. +## Realism Follow-ups — Lighting, Flashlight, NPC Detail + +Completed 2026-11-01. The follow-ups left over after the texture/skyline adoption, split off from +`TODO.md` when each one was finished. Evidence: `docs/screens/realism/2026-11-01-npc/` +(`report.md`, `sheet.jpg`), the portrait capture, and the refreshed `docs/screenshots/` gallery +(`screen_designs.py compare` **11 good / 0 bad**). Headless **228/228**, Python **86/86**. + +### Ground exposure at the entrance + +- [x] Fixed the over-bright entrance ground: the morning sun now sits at 34° elevation (was 50°) + with a phase `sun_yaw`, so the facade shades the near sidewalk and the props cast long + shadows. Ground luminance went 95 → **83** against the concept's 78 (it was 173 before the + realism pass), with the boulevard at 82 and the street at 81. Day haze warmed and + thickened (`fog_color` 0.87/0.83/0.76, density 0.0034, energy 0.5) and the night glow went + to 1.15. + +### Flashlight readability + +- [x] Made the flashlight read in the dark: the cone went 30° → **14°** with a 20 m range, + forward aim, `light_energy` 4.2 and `spot_attenuation`/`spot_angle_attenuation` 0.9, so it + lights the door instead of washing the facade. +- [x] Staged the two night captures in LATE (`elapsed_s` 760) instead of dusk in + `capture_screenshots.gd`; the judge moved `06-night-flashlight` from **diff (1.00) to + review (0.10)**. +- [x] Rejected a fake additive beam twice (cylinder + UV ramp, then a vertical-fade + `ShaderMaterial`): on GL Compatibility a first-person camera inside the cone renders it as + a filled disc with a bright far ring. `Materials.light_beam()` and the mesh were removed; + the visible *shaft* is parked behind the Forward+ preset in `TODO.md`. +- [x] Guarded the aim with `test_flashlight_aims_a_tight_forward_spot` (lamp on the head, straight + ahead, cone ≤ 20°, starts off). + +### NPC faces, hands and sleeves + +- [x] Rebuilt the avatar detail so skin and clothing stop reading as low-poly at conversation + distance: each eye has a sclera, iris and upper lid; added a brow ridge, cheekbones, a nose + bridge and tip, ears with lobes, and split upper/lower lips. Hands have four fingers plus a + thumb, and every sleeve ends in a cuff ring. +- [x] Raised `CHAR_MAX_VERTS` 4000 → **5000** (documented in the code and + `docs/blender-assets.md`) after measuring 16 avatars at ~6.9 ms of a 50 ms frame on a single + skinned mesh, so `npc_coat` fits at 4807 vertices; the character range is now 3,974–5,026 + triangles and 3,744–4,807 vertices. Body decimation 0.36 → 0.26. +- [x] Rebuilt all 8 variants and re-baked their AO maps (`assets/models/blender/npc/*_ao.png`), + re-imported, and kept `blender_assets.py audit` at exit 0. +- [x] Added a staged portrait capture: `capture_realism.gd` gained a `portrait` stage that + freezes one NPC, parks the crowd out of frame, stands the subject on open sidewalk, turns + it into the camera and puts the guard on the sunlit side; `--portrait-type=N` picks a role. + It is the only capture where a face fills the frame, and it feeds the new + `npc_portrait_day` concept (`tools/scene_concepts.py` `SHOTS`). +- [x] Regenerated the gallery shots and re-ran the judge: like-for-like overall 2.33 → 2.44, + lighting 3.0 → 3.22, materials 2.22 → 2.44. The `characters` sub-score stayed flat + (~2.2–2.3) because the target is a photoreal face, so avatar quality is judged from the + portrait rather than the aggregate. +- [x] Re-checked the `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`): + it works but intermittently answers HTTP 400 "API key not valid" (one shot in ten on + 2026-11-01); `--model google/gemini-2.5-flash` remains the fallback. + ## Visual Alignment — UI Paths and Art Loader Completed 2026-11-01. diff --git a/MEMORY.md b/MEMORY.md index d93f599..ddd281a 100644 --- a/MEMORY.md +++ b/MEMORY.md @@ -13,6 +13,10 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o (46 `.blend` files removed from the index on 2026-11-01); the `.gdignore` marker stays tracked. - `screen_designs.py judge` default `google/gemini-2.5-flash-lite` worked on 2026-11-01 (7 match / 4 review / 0 diff); `--model` remains available. +- Post-realism work is split by theme, not by date: the finished lighting/flashlight/NPC items + are archived in `DONE.md`, and `TODO.md` carries three planned workstreams (NPC gear fit, + venue geometry + committed gallery, Forward+ desktop preset). New visual work should be added + as concrete steps under one of those headings instead of a new "realism" bucket. - Graphics v0.6.0 plan (2026-11-01): NPCs move to Blender-authored skinned meshes (`docs/plan-graphics-v0.6.md`, ADR-0013). `tools/npc_pipeline.py` builds @@ -58,12 +62,14 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o ## Handoff (read this first) -- **Status (2026-11-01):** v0.6.0 is released; the post-v0.6.0 realism and visual-alignment - work is merged and pushed to `origin/main`. Headless **227/227**, Python tooling **86/86**, - `tools/check_screenshots.sh` **11 good / 0 bad**, `screen_designs.py judge` **7 match / - 4 review / 0 diff**. `PLAN.md` was compacted, and README/architecture were synchronized with - the current controls, asset pipeline, CI, and release artifacts. The historical notes below - remain useful for implementation gotchas; for current tasks, use `TODO.md`. +- **Status (2026-11-01, after the NPC detail pass):** v0.6.0 is released. Post-v0.6.0 the + realism pass, the visual-alignment pass and the NPC face/hand pass all landed. Headless + **228/228**, Python tooling **86/86**, `tools/check_screenshots.sh` **11 good / 0 bad**, + `screen_designs.py compare` 11 good / 0 bad, `scene_concepts.py audit` all GOOD, + `blender_assets.py audit` exit 0, `smoke_npc_budget` OK (16 avatars, 6.94 ms of 50 ms). + `PLAN.md` is compact; README/architecture track the current controls, asset pipeline, CI and + release artifacts. The historical notes below remain useful for implementation gotchas; for + current tasks use `TODO.md`. - **Phase 2 — AI texturing (this agent, DONE 2026-11-01).** Phase 1 assets were already in the tree (untracked) and are preserved. Generated six seamless AI @@ -169,11 +175,38 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o autocorrelation) + `align_stripes()` (resample to whole periods) replace the edge crossfade for `awning_canvas`; `audit_striped_tile()` compares the wrap step with the harshest interior step. - **Judge:** `google/gemini-2.5-flash-lite` currently answers HTTP 400 "API key not valid" for - this key, so runs use `--model google/gemini-2.5-flash`; scores are noisy (±1–2), so + **Judge:** the default `google/gemini-2.5-flash-lite` mostly works but intermittently answers + HTTP 400 "API key not valid" (one shot of ten on 2026-11-01); re-run or pass + `--model google/gemini-2.5-flash` when it does. Scores are noisy (±1–2), so `realism --repeats 3` averages and `summarize()` reports a like-for-like mean over the shots every set captured. Final: overall 0.8→1.0, backdrop 0.6→1.6, metric gap 0.444→0.348. `screen_designs.py judge` gained one retry for the same transient 400. + **Character portrait capture (2026-11-01):** `capture_realism.gd` has a `portrait` stage + (`npc_portrait` -> concept `npc_portrait_day`) because crowd shots cannot judge avatars. It + freezes one NPC, parks the rest of the crowd 140 m away (a passer-by otherwise blocks the + frame), moves the subject to an open sidewalk patch, turns it into the camera and stands the + guard on the sunlit side. Needed because the NPC FSM re-writes `rotation.y` every physics tick + (so the yaw must be set after `set_physics_process(false)`), the venue's morning sun leaves a + face in shadow from most angles, and `visible = false` does not keep the crowd out of frame. + `--portrait-type=N` forces a role; hooded roles (trespasser/violent/crisis) are skipped. + **Flashlight (2026-11-01, final):** a *tight* `SpotLight3D` on `Head`: `spot_range` 20, + `spot_angle` 14, `light_energy` 4.2, `spot_attenuation` 0.9, forward `rotation_degrees = 0`, + starts invisible. A fake additive light shaft was tried twice (cylinder with a UV ramp, then a + vertical-fade `ShaderMaterial`) and **rejected both times**: on GL Compatibility a first-person + camera inside the cone renders it as a filled disc and the far ring shows, so + `Materials.light_beam()` and the beam mesh are gone. Regression guard: + `test_flashlight_aims_a_tight_forward_spot` in `src/test/tests/test_door_and_flashlight.gd` + (lamp on the head, aims straight, cone ≤ 20°, starts off). Night captures are staged in LATE + (`elapsed_s` 760), not dusk. + **NPC detail pass (2026-11-01):** `_face()` now builds sclera + iris + upper lid per eye, brow + ridge, cheekbones, nose bridge/tip, ears with lobes and split upper/lower lips; the new + `eye_white` material is a *fixed-colour* slot, so `_apply_outfit_materials()` leaves it white. + `_hands_and_shoes()` has four fingers plus a thumb and `_clothing()` adds `Cuff` tori. + Budget work: `CHAR_MAX_VERTS` 5000 (see the library note), body decimation 0.26, upper lids are + boxes rather than spheres, and knuckle spheres/nostrils were cut to stay inside it. + **Orientation debugging:** to check a GLB's front axis, compare the mean Z of the `eye_white` + surface (face) and of the `rubber` sole verts (toes) — all 8 avatars are +Z, so any + "they walk backwards" symptom is a yaw bug, not an export flip. - **Blender asset library (v0.6.0, integrated 2026-11-01):** `tools/blender_assets.py` (`build`/`render` in Blender; `audit`/`sheet`/`list` stdlib) writes `assets/models/blender/{npc,npc_gear,props}/*.glb`, `manifest.json` (integration source of @@ -181,8 +214,10 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o `docs/blender_previews/sheet_*.jpg` (per-asset PNG renders are gitignored). 8 characters, 18 gear, 20 props; notes in `docs/blender-assets.md`. Characters are drop-in for `npc_base` (same mesh node name, bones at the same rest positions, five tint slots) and stay under the - 6000/4000 budget only because of body decimation (0.36) + `smart_project` at 80°: glTF vertex - count includes UV-seam splits, so extra beveled detail quickly breaks 4000. + 6000/4000 budget only because of body decimation (0.26) + `smart_project` at 80°: glTF vertex + count includes UV-seam splits, so extra beveled detail quickly breaks the limit. The 2026-11-01 + face/hand pass raised `CHAR_MAX_VERTS` to 5000 (tris 3,974–5,026) after measuring 16 avatars at + ~6.9 ms of a 50 ms frame; `npc_pipeline.MAX_VERTICES`/`MAX_TRIANGLES` (base mesh) are unchanged. **Gotchas:** `bisect_plane` and thin bevels leave zero-area triangles (Godot warns "non-finite normal in LOD generation"); `_clean()` + a weld after bisect fix it, and the audit rejects them. Fixed-colour detail materials carry a 4×4 texture because `_apply_outfit_materials()` sets @@ -231,7 +266,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o - Screen mockups with baked-in controls are used as backdrops plus an opaque `ArtPanel` cover, not as clickable full-screen skins. - Radio, wand, inspection, and body-camera timeline panels use their reference art as backdrops; forms sit on transparent, padded panels over the covered mockup controls. - HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label. The body-camera REC/clock block starts at y=92 on the right so it clears the shift/rep/crowd text. -- Staged captures were regenerated from HEAD in a clean worktree; the main working tree's `docs/screenshots` is being rewritten by the realism pass, so do not overwrite it from that run. +- Staged captures in `docs/screenshots/` are committed and were last regenerated after the realism and NPC passes; re-run `tools/check_screenshots.sh` (not a partial capture) before replacing them. - `tools/check_screenshots.sh` is the repeatable capture+compare smoke; both capture scripts accept `--out=res://docs/screenshots`. Judge verdicts on the staged set were 7 match / 4 review / 0 diff. - Venue selection used to leave `guard.input_locked` true and the mouse visible; `_start_shift()` must call `_refresh_freeze()` after starting the clock. @@ -564,7 +599,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o - Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI. - Access loadout is implemented; do not re-fix `override_access` as if it were still unread. - `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`. -- Headless suite is **227/227**; the windowed smokes, screenshot compare, and judge pass. Remaining visual follow-ups are in `TODO.md`. +- Headless suite is **228/228**; the windowed smokes, screenshot compare and judge pass. Remaining visual follow-ups are in `TODO.md`. - Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args). - GDScript inference trap that broke the main scene: a `var` typed as a base class (`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a @@ -595,9 +630,7 @@ GUT, and Gitea Actions, not GitHub Actions. ## Uncommitted Workstreams -- **NPC fidelity pass (2026-11-01, active):** editing the Blender NPC/gear/prop library - (`assets/models/blender/` + `manifest.json`), `src/game/game_manager.gd`, `materials.gd`, - `capture_realism.gd`, the door/flashlight and Blender tests, `tools/blender_assets.py`, - `tools/scene_concepts.py`, `tools/test_blender_assets.py`, the affected screenshots, and the - new NPC portrait concepts. Do not commit or revert these until the pass finishes; verify game - changes in a clean `git worktree` at HEAD. +- **None (2026-11-01).** The NPC detail pass, the realism follow-ups and the flashlight beam + decision are committed together with the portrait capture and the refreshed screenshots. + Keep the rule from `AGENTS.md`: check `git status` before committing, and never revert + another contributor's in-flight files. diff --git a/README.md b/README.md index 516b3ac..2a07784 100644 --- a/README.md +++ b/README.md @@ -331,12 +331,16 @@ python3 tools/scene_concepts.py realism --run docs/screens/realism/ --judge --model google/gemini-2.5-flash --repeats 3 ``` -`capture_realism.gd` runs five stages (day, evening, late, Joke Shop, studio); `--stages=day,late` -limits it while tuning. The latest run, +`capture_realism.gd` runs six stages (day, portrait, evening, late, Joke Shop, studio); +`--stages=day,late` limits it while tuning. The `portrait` shot freezes one NPC on open sidewalk +and frames the face, which is the only capture that can judge avatar detail +(`--portrait-type=N` picks a role). The texture-adoption run, [`docs/screens/realism/2026-11-01-adopt/`](docs/screens/realism/2026-11-01-adopt/report.md), compares the pre-adoption captures with the current build: on the shots both sets captured the judge's like-for-like means rose on every sub-score (overall 0.8 → 1.0, backdrop 0.6 → 1.6) and -the Pillow metric gap fell 0.444 → 0.348. +the Pillow metric gap fell 0.444 → 0.348. The character pass +([`2026-11-01-npc/`](docs/screens/realism/2026-11-01-npc/report.md)) adds the portrait shot and +records the new faces, hands and sleeve cuffs. ![realism run](docs/screens/realism/2026-11-01-adopt/sheet.jpg) diff --git a/TODO.md b/TODO.md index 726c39b..621d014 100644 --- a/TODO.md +++ b/TODO.md @@ -1,28 +1,97 @@ # TODO -## Realism follow-ups (v0.6.1 candidates) +Work is grouped by theme. Each item should be small enough to complete and verify on its own; +see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these plans. -- [x] Fixed ground exposure for the entrance view: the morning sun now sits at 34° elevation - instead of 50°, so the facade shades the near sidewalk and props cast long shadows. Ground - luminance went 95 → **83** against the concept's 78 (it was 173 before the realism pass), - with the boulevard at 82 and the street at 81. -- [x] Make the flashlight read in the dark: narrowed the cone (30° → 14°, range 20 m, forward - aim) so it lights the door instead of washing the facade, raised the spot/glow at night, and - staged the two night captures in LATE instead of dusk (`capture_screenshots.gd`). The judge - moved `06-night-flashlight` from **diff (1.00) to review (0.10)**. A visible beam *shaft* - is not possible on GL Compatibility (no volumetrics): an additive cone was tried and - rejected because a first-person view inside it renders as a filled disc, so it is tracked - as a follow-up for a Forward+ desktop preset. -- [-] NPC skin/clothing still reads as low-poly next to the concepts (judge `characters` ≈ 0–1). - The Blender library has the budgets for one more detail pass (fingers, sleeves, faces). -- [x] Re-check the `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`): on - 2026-11-01 it returned 7 match / 4 review / 0 diff without a provider error; `--model` - override is documented in `README.md`. -- [ ] Add a true flashlight light shaft (volumetric spot) once a desktop Forward+ preset exists; - the Compatibility fallback stays the tight pool. See `DONE.md` → environment renderer note. -- [ ] Add the two venue stages to the committed gallery (they are capture-only today) and give - the Joke Shop and studio their own geometry so their concept comparisons are geometric, - not just lighting. +## NPC gear fit (v0.6.1) + +The 2026-11-01 detail pass fixed the bodies but not the props worn on them. In the portrait +capture (`--stages=day,portrait`, see the report in `docs/screens/realism/2026-11-01-npc/`) the +sunglasses span the whole upper face and the shoulder bag cuts through `npc_coat`'s skirt. Blender sources for gear +live in `tools/blender_assets.py` (`_build_gear()`), the contract in `docs/blender-assets.md` +(gear budget 1500 tris, `GEAR_ATTACH` points in `NpcAvatar`). + +- [ ] Measure the fit in Blender, not by eye: extend `blender_assets.py audit` (or add a `fit` + subcommand) to print, per head/back/chest gear piece, its bounding box against the avatar + head width (measured 0.314 m on `npc_coat`), the head height band (y 1.55–1.81) and the + clothing radius (coat/dress skirt flare 0.225–0.26 m), for every character variant. +- [ ] Narrow `sunglasses` from 0.28 m to ~0.20 m. The width is driven by the arms/hinges + (`Hinge` at `x = ±0.11` with a 0.06 box, `Arm` at `±0.138`), not by the 0.03 m lenses, so + pull those in first and shrink the lenses to ~0.024 m radius; keep the lens plane at + `y = -0.152` (in front of the sclera) and `z = 0.035` (eye line) so it does not ride up + over the new brow ridge. +- [ ] Fix `shoulder_bag` clipping through `npc_coat`/`npc_dress`: the bag body spans `|x|` + 0.17–0.25 at the hip while the skirt flares to 0.225–0.26, so its inner half is inside the + cloth. Move it outboard (or up onto the belt line) until the inner face clears the flare, + and keep the strap tube outside the same radius. +- [ ] Same pass for `cap`/`beanie`/`hood`/`firefighter_helmet`: they must not clip the new + brow/ear geometry, and `hood` must still leave the face readable for hoodie avatars. +- [ ] Rebuild the gear (`build`) and re-bake AO (`tools/bake_ao.py`), then + `godot --headless --path . --import`. +- [ ] Add a regression test: `tools/test_blender_assets.py` checks the glasses width against the + head width, and `src/test/tests/test_npc_character.gd` checks the head/back attach nodes + stay outside the body silhouette radius. +- [ ] Re-capture the portrait (`--stages=day,portrait`) and the gallery shots; record the + before/after in `docs/screens/realism/-gear/`. +- [ ] Consider a second character close-up for a hoodie/winter NPC so headgear is covered too + (`--portrait-type=5` already forces a hooded role for comparison). + +## Venue geometry and the committed gallery (v0.6.1) + +Today all three venues share the Hollywood `WorldBuilder` geometry, so the Joke Shop and studio +concepts are only compared on lighting (noted in `tools/scene_concepts.py` `SHOTS`). They also +have no stage in the committed `docs/screenshots/` gallery, only in `capture_realism.gd`. + +- [ ] Extract a geometry spec per venue instead of branching inline: a `scenario.` (or + `WorldBuilder`) table of facade width/height, door style, window rows, awning/marquee + flags, street furniture set, palette and props, defaulting to the Hollywood values so + nothing regresses. +- [ ] Joke Shop: narrow brick alley (10–12 m wide), one warm wall lantern as the key light, + recessed door with a step, shuttered window, dumpster/AC clutter, no skyline ring — the + alley concept has depth, not a horizon. +- [ ] TV Studio: granite/stone facade, bulb canopy instead of the marquee, glossy black car on + the curb, stanchions and barrier line at the door, no palm trees. +- [ ] Keep navigation working: regenerate/verify the `NavigationRegion3D` bake per venue, + update sidewalk/steps/door waypoints (Joke Shop and Studio already have `sidewalk` and + `steps_end`), and confirm NPCs still reach the door (smoke + `test_venue_*`). +- [ ] Split the concept mapping so each venue is judged on its own frame (`joke_shop_*`, + `studio_*`) and drop the "shared geometry" caveat in `tools/scene_concepts.py`. +- [ ] Add both venues to the committed gallery: two new stages in + `src/test/capture_screenshots.gd` (`12-joke-shop.png`, `13-studio-arrival.png`) reusing the + existing `joke_shop_queue` / `studio_arrival` designs, then `check_screenshots.sh` and a + fresh judge run. +- [ ] Update `docs/architecture.md` (venue geometry), `README.md` (gallery) and the screenshot + table when the stages land. + +## Forward+ desktop preset and a volumetric flashlight (v0.7.0) + +The Compatibility renderer has no volumetrics, so the flashlight is a tight pool of light with +no visible shaft. A second desktop build can render it properly without touching the CI/default +path. + +- [ ] Write the preset as an `override.cfg` (Godot reads it beside the binary/project) that sets + `rendering/renderer/rendering_method="forward_plus"`, enables `volumetric_fog_*` and SDFGI, + and keeps the Compatibility build as the default (`project.godot` unchanged). +- [ ] Gate the effect in code: only give the flashlight a volumetric component when the renderer + is Forward+ (`RenderingServer.get_rendering_device() != null`), so Web/CI builds are + untouched and the existing headless tests keep passing. +- [ ] Tune `light_volumetric_fog_energy`/`fog_density` for the LATE phase and re-check the + entrance so the shaft does not wash the facade again (the reason the wide cone was cut). +- [ ] A/B the two renderers with `capture_realism.gd` (same stages, two `--out` dirs) and record + the diff + judge scores in `docs/screens/realism/-forward-plus/`. +- [ ] Add the preset to `tools/build_releases.sh` and `docs/RELEASING.md` as an optional + "desktop HQ" artifact, and note the runtime requirement (Vulkan driver) in `README.md`. +- [ ] Test: a headless run must still boot when Forward+ is unavailable (the preset must degrade + to Compatibility instead of failing to start). + +## Realism follow-ups (deferred) + +- [ ] Human-authored tree/hedge silhouettes: the whole scene now reads well except the foliage, + which is still flat-shaded clumps (`_shrub()`/`_tree()` in `tools/blender_assets.py`). + Only worth doing if a higher-poly organic builder is added to the library. +- [ ] Camera height: the concept frames are shot at ~1.55 m with a slightly wider lens; the game + camera sits at 1.7 m. Decide whether the first-person height should match the art direction + or stay at the current gameplay value. ## Future ideas (optional, not scheduled) diff --git a/assets/models/blender/manifest.json b/assets/models/blender/manifest.json index ef1fd57..b438c08 100644 --- a/assets/models/blender/manifest.json +++ b/assets/models/blender/manifest.json @@ -453,7 +453,7 @@ "max": [ 0.321, 1.824, - 0.186 + 0.185 ], "min": [ -0.321, @@ -467,6 +467,7 @@ "skin", "cloth", "pants", + "eye_white", "accessory", "hair", "rubber" @@ -486,18 +487,18 @@ "accessory", "hair" ], - "triangles": 3788, - "vertices": 3107 + "triangles": 3974, + "vertices": 3744 }, "npc_coat": { "bounds_godot": { "max": [ - 0.327, + 0.332, 1.824, - 0.186 + 0.185 ], "min": [ - -0.327, + -0.332, 0, -0.18 ] @@ -508,6 +509,7 @@ "skin", "cloth", "pants", + "eye_white", "accessory", "hair", "rubber" @@ -526,8 +528,8 @@ "accessory", "hair" ], - "triangles": 4640, - "vertices": 3974 + "triangles": 5026, + "vertices": 4807 }, "npc_dress": { "bounds_godot": { @@ -548,6 +550,7 @@ "skin", "cloth", "pants", + "eye_white", "accessory", "hair", "rubber" @@ -564,8 +567,8 @@ "accessory", "hair" ], - "triangles": 4226, - "vertices": 3474 + "triangles": 4428, + "vertices": 4026 }, "npc_firefighter": { "bounds_godot": { @@ -586,6 +589,7 @@ "skin", "cloth", "pants", + "eye_white", "accessory", "hair", "hivis", @@ -604,15 +608,15 @@ "accessory", "hair" ], - "triangles": 4382, - "vertices": 3919 + "triangles": 4848, + "vertices": 4735 }, "npc_guard": { "bounds_godot": { "max": [ 0.361, 1.819, - 0.186 + 0.185 ], "min": [ -0.361, @@ -626,6 +630,7 @@ "skin", "cloth", "pants", + "eye_white", "accessory", "hair", "rubber", @@ -647,15 +652,15 @@ "accessory", "hair" ], - "triangles": 4154, - "vertices": 3838 + "triangles": 4560, + "vertices": 4529 }, "npc_hoodie": { "bounds_godot": { "max": [ 0.326, 1.856, - 0.186 + 0.185 ], "min": [ -0.326, @@ -669,6 +674,7 @@ "skin", "cloth", "pants", + "eye_white", "accessory", "hair", "rubber" @@ -687,18 +693,18 @@ "accessory", "hair" ], - "triangles": 4640, - "vertices": 3954 + "triangles": 4826, + "vertices": 4504 }, "npc_jacket": { "bounds_godot": { "max": [ - 0.326, + 0.332, 1.824, - 0.186 + 0.185 ], "min": [ - -0.326, + -0.332, 0, -0.178 ] @@ -709,6 +715,7 @@ "skin", "cloth", "pants", + "eye_white", "accessory", "hair", "rubber" @@ -727,15 +734,15 @@ "accessory", "hair" ], - "triangles": 4016, - "vertices": 3415 + "triangles": 4394, + "vertices": 4175 }, "npc_vest": { "bounds_godot": { "max": [ 0.321, 1.819, - 0.186 + 0.185 ], "min": [ -0.321, @@ -749,6 +756,7 @@ "skin", "cloth", "pants", + "eye_white", "accessory", "hair", "rubber", @@ -767,8 +775,8 @@ "accessory", "hair" ], - "triangles": 4284, - "vertices": 3784 + "triangles": 4474, + "vertices": 4340 }, "palm_tree": { "bounds_godot": { diff --git a/assets/models/blender/npc/npc_casual.glb b/assets/models/blender/npc/npc_casual.glb index 90f3087..4d32291 100644 Binary files a/assets/models/blender/npc/npc_casual.glb and b/assets/models/blender/npc/npc_casual.glb differ diff --git a/assets/models/blender/npc/npc_casual_ao.png b/assets/models/blender/npc/npc_casual_ao.png index cab1301..5112894 100644 Binary files a/assets/models/blender/npc/npc_casual_ao.png and b/assets/models/blender/npc/npc_casual_ao.png differ diff --git a/assets/models/blender/npc/npc_coat.glb b/assets/models/blender/npc/npc_coat.glb index 790da8a..8edea03 100644 Binary files a/assets/models/blender/npc/npc_coat.glb and b/assets/models/blender/npc/npc_coat.glb differ diff --git a/assets/models/blender/npc/npc_coat_ao.png b/assets/models/blender/npc/npc_coat_ao.png index 3afc773..06fbdbe 100644 Binary files a/assets/models/blender/npc/npc_coat_ao.png and b/assets/models/blender/npc/npc_coat_ao.png differ diff --git a/assets/models/blender/npc/npc_dress.glb b/assets/models/blender/npc/npc_dress.glb index 45cc4de..5989784 100644 Binary files a/assets/models/blender/npc/npc_dress.glb and 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and b/assets/models/blender/npc/npc_guard.glb differ diff --git a/assets/models/blender/npc/npc_guard_ao.png b/assets/models/blender/npc/npc_guard_ao.png index 2bc9ae2..a9d91a6 100644 Binary files a/assets/models/blender/npc/npc_guard_ao.png and b/assets/models/blender/npc/npc_guard_ao.png differ diff --git a/assets/models/blender/npc/npc_hoodie.glb b/assets/models/blender/npc/npc_hoodie.glb index 91ed064..06c0804 100644 Binary files a/assets/models/blender/npc/npc_hoodie.glb and b/assets/models/blender/npc/npc_hoodie.glb differ diff --git a/assets/models/blender/npc/npc_hoodie_ao.png b/assets/models/blender/npc/npc_hoodie_ao.png index d59a976..290a282 100644 Binary files a/assets/models/blender/npc/npc_hoodie_ao.png and b/assets/models/blender/npc/npc_hoodie_ao.png differ diff --git a/assets/models/blender/npc/npc_jacket.glb b/assets/models/blender/npc/npc_jacket.glb index 5127cd6..1538d32 100644 Binary files a/assets/models/blender/npc/npc_jacket.glb and 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b/assets/models/blender/props/planter_box.glb differ diff --git a/assets/models/blender/props/round_planter.glb b/assets/models/blender/props/round_planter.glb index 5b5fd47..9df6b1d 100644 Binary files a/assets/models/blender/props/round_planter.glb and b/assets/models/blender/props/round_planter.glb differ diff --git a/assets/models/blender/props/stanchion.glb b/assets/models/blender/props/stanchion.glb index 6f29c05..7a6dbf9 100644 Binary files a/assets/models/blender/props/stanchion.glb and b/assets/models/blender/props/stanchion.glb differ diff --git a/assets/models/blender/props/street_tree.glb b/assets/models/blender/props/street_tree.glb index f47cae1..2f2ed19 100644 Binary files a/assets/models/blender/props/street_tree.glb and b/assets/models/blender/props/street_tree.glb differ diff --git a/docs/architecture.md b/docs/architecture.md index fbbee76..2e15520 100644 --- a/docs/architecture.md +++ b/docs/architecture.md @@ -20,6 +20,7 @@ This document follows the structure of the arc42 architecture documentation temp - **Testability:** Rules and outcomes should be testable without rendering or real-time input. - **Consistency:** Similar situations should follow predictable venue and escalation rules. - **Respectful representation:** Mental-health crises and public interactions should not be reduced to stereotypes or treated as automatic threats. +- **Realism:** The game world should look like the real world and NPC behaviors should feel consistent and believable within the established setting. ## 2. Constraints diff --git a/docs/blender-assets.md b/docs/blender-assets.md index 6e30b3f..2df0a85 100644 --- a/docs/blender-assets.md +++ b/docs/blender-assets.md @@ -86,16 +86,20 @@ All eight use the `npc_base` contract, so each one can replace - material slots `skin`, `cloth`, `pants`, `accessory`, `hair` carry the same neutral `assets/textures/npc/_{albedo,normal}.png` maps, so `Materials.npc_slot()` tints them the same way it tints `npc_base`. -- budget ≤ 6000 triangles and ≤ 4000 vertices (glTF vertex count, after seam - splits). The current range is 3,788–4,640 triangles and 3,200–3,960 - vertices. +- budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam + splits; `CHAR_MAX_VERTS` in `tools/blender_assets.py`, raised from 4000 for + the 2026-11-01 face/hand pass). The current range is 3,974–5,026 triangles + and 3,744–4,807 vertices. Construction: the torso and limbs are one continuous Skin-modifier mesh, -subdivided twice, decimated to 36 % with X symmetry, and cut at the waist, cuffs, -sleeves and neck so the material borders are clean edge loops. The head, -face (nose, ears, eyes, brows, mouth), hair, hands, shoes and clothing layers are -separate parts. Weights come from distance to the bone segments, limited by body -region. Parts that should stay rigid (head, hands, shoes) get a single bone. +subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs, +sleeves and neck so the material borders are clean edge loops. The head is a +separate part carrying the face detail: brow ridge, sclera/iris/upper-lid per eye, +cheekbones, a nose with a bridge and tip, ears with lobes, and upper and lower +lips. Hands have four fingers plus a thumb; sleeves end in a cuff ring. +Hair, shoes and clothing layers are separate parts. Weights come from distance to +the bone segments, limited by body region. Parts that should stay rigid (head, +hands, shoes) get a single bone. | Character | `layer_for()` / look | Suggested roles | Preview gear | | --- | --- | --- | --- | @@ -163,7 +167,7 @@ Emissive materials are always on in the GLB. The integration should tie them to - `python3 tools/blender_assets.py audit`: container, `POSITION`/`NORMAL`/ `TEXCOORD_0`, UVs in [0, 1], no zero-area triangles (Godot warns about them - during LOD generation), budgets (characters 6000/4000, gear 1500, props 4000 + during LOD generation), budgets (characters 6000/5000, gear 1500, props 4000 triangles), grounding, and an editable `.blend`. For characters it also checks skinning, bones, slots, the `npc_base` mesh node and the height. - `tools/test_blender_assets.py`: catalogue and contract consistency with @@ -176,7 +180,8 @@ Emissive materials are always on in the GLB. The integration should tie them to ## Known limitations -- The characters have no baked AO or ORM texture of their own. They reuse the +- Characters carry a baked `_ao.png` (red channel, wired by + `_apply_outfit_materials()`), but no ORM texture of their own. They reuse the tiling slot maps, so the runtime `SurfaceMaterials` recipes still supply roughness. - There is a single body topology per build (average, slim, broad) and no diff --git a/docs/screens/concepts/README.md b/docs/screens/concepts/README.md index a8bda81..9cd0e51 100644 --- a/docs/screens/concepts/README.md +++ b/docs/screens/concepts/README.md @@ -20,6 +20,13 @@ file here; they are saved as `-vN.png`. | `entrance_steps_podium` | granite steps, handrails, glass doors, the check-in podium | | `crowd_barrier_line` | steel barriers, a red carpet, a crowd with depth-of-field haze | | `responder_arrival_wide` | fire engine, turnout gear, red/blue light spill on wet pavement | +| `npc_portrait_day` | close portrait of a pedestrian: skin with visible pores and stubble, fabric weave, shallow depth of field. The bar for an avatar close-up, not for the crowd shots | + +The `npc_portrait` capture in `capture_realism.gd` is staged, not posed by the +crowd: it freezes one NPC on an open patch of sidewalk, parks the rest of the +crowd out of frame, turns the subject into the camera and stands the guard on the +sunlit side. It is the only shot where a face fills the frame, so it is the one to +eyeball after an avatar change (`docs/screens/realism/2026-11-01-npc/`). Cross-cutting targets, for comparison with the 2026-11-01 captures in `docs/screens/realism/2026-11-01-v2/sheet.jpg`: diff --git a/docs/screens/concepts/npc_portrait_day-v2.png b/docs/screens/concepts/npc_portrait_day-v2.png new file mode 100644 index 0000000..ff17d14 Binary files /dev/null and b/docs/screens/concepts/npc_portrait_day-v2.png differ diff --git a/docs/screens/concepts/npc_portrait_day.png b/docs/screens/concepts/npc_portrait_day.png new file mode 100644 index 0000000..a27e36c Binary files /dev/null and b/docs/screens/concepts/npc_portrait_day.png differ diff --git a/docs/screens/realism/2026-11-01-npc/report.json b/docs/screens/realism/2026-11-01-npc/report.json new file mode 100644 index 0000000..bc67f03 --- /dev/null +++ b/docs/screens/realism/2026-11-01-npc/report.json @@ -0,0 +1,1188 @@ +{ + "run": "docs/screens/realism/2026-11-01-npc", + "judge_model": "google/gemini-2.5-flash-lite", + "sets": { + "after": { + "boulevard_day": { + "target": "docs/screens/concepts/boulevard_skyline_day.png", + "metrics": { + "edge_density": 23.78, + "fine_detail": 9.03, + "contrast": 40.34, + "saturation_mean": 100.15, + "colour_spread": 48.56 + }, + "target_metrics": { + "edge_density": 20.74, + "fine_detail": 8.23, + "contrast": 54.85, + "saturation_mean": 73.09, + "colour_spread": 58.16 + }, + "metric_gap": 0.168, + "judge": { + "scores": { + "overall": 3.0, + "backdrop": 6.0, + "lighting": 4.0, + "texture_detail": 3.0, + "characters": 1.0, + "materials": 3.0 + }, + "score_range": { + "overall": [ + 3.0, + 3.0 + ], + "backdrop": [ + 6.0, + 6.0 + ], + "lighting": [ + 4.0, + 4.0 + ], + "texture_detail": [ + 3.0, + 3.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 3.0, + 3.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve the lighting model to better simulate global illumination and soft shadows, especially for the sky and ambient light.", + "Increase the polygon count and add normal maps to the trees and foliage to give them a more organic and detailed appearance.", + "Replace the current brick material with a more detailed texture that includes variations in color, mortar lines, and subtle imperfections.", + "Add more complex geometry and finer details to the buildings in the background, such as windows, balconies, and architectural elements, to match the target's complexity.", + "Implement a more sophisticated atmospheric perspective effect for the distant cityscape to create a greater sense of depth and realism." + ] + } + }, + "boulevard_night": { + "target": "docs/screens/concepts/hollywood_entrance_rain_night.png", + "metrics": { + "edge_density": 16.21, + "fine_detail": 7.16, + "contrast": 38.99, + "saturation_mean": 167.97, + "colour_spread": 40.57 + }, + "target_metrics": { + "edge_density": 8.43, + "fine_detail": 3.51, + "contrast": 27.34, + "saturation_mean": 159.44, + "colour_spread": 26.61 + }, + "metric_gap": 0.728, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 4.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 1.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 4.0, + 4.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve the lighting to be more atmospheric and volumetric, with softer shadows and more realistic reflections on wet surfaces.", + "Enhance material properties for brick, pavement, and building facades to include more subtle variations, specularity, and roughness.", + "Increase texture detail on all surfaces, especially the brickwork, pavement, and character models, to reduce the 'plastic' look.", + "Redesign character models to be more anatomically correct and detailed, with better clothing textures and facial features.", + "Add more subtle environmental details like rain streaks, puddles with ripples, and more varied foliage to enhance realism." + ] + } + }, + "entrance_day": { + "target": "docs/screens/concepts/hollywood_entrance_morning.png", + "metrics": { + "edge_density": 27.12, + "fine_detail": 10.33, + "contrast": 43.1, + "saturation_mean": 91.01, + "colour_spread": 46.05 + }, + "target_metrics": { + "edge_density": 16.87, + "fine_detail": 6.92, + "contrast": 70.27, + "saturation_mean": 121.02, + "colour_spread": 69.83 + }, + "metric_gap": 0.457, + "judge": { + "scores": { + "overall": 3.0, + "backdrop": 3.0, + "lighting": 4.0, + "texture_detail": 3.0, + "characters": 10.0, + "materials": 3.0 + }, + "score_range": { + "overall": [ + 3.0, + 3.0 + ], + "backdrop": [ + 3.0, + 3.0 + ], + "lighting": [ + 4.0, + 4.0 + ], + "texture_detail": [ + 3.0, + 3.0 + ], + "characters": [ + 10.0, + 10.0 + ], + "materials": [ + 3.0, + 3.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve brick texture and material to add more variation, grime, and imperfections.", + "Add atmospheric perspective and volumetric fog to the background to create depth and match the target's hazy distance.", + "Enhance lighting to include softer shadows, more subtle ambient occlusion, and realistic light falloff, especially around the marquee lights.", + "Replace low-polygon trees with more detailed models that have varied leaf textures and shapes.", + "Add subtle surface imperfections and wear to the concrete sidewalk and steps." + ] + } + }, + "entrance_late": { + "target": "docs/screens/concepts/hollywood_entrance_rain_night.png", + "metrics": { + "edge_density": 18.8, + "fine_detail": 8.52, + "contrast": 52.15, + "saturation_mean": 126.31, + "colour_spread": 52.5 + }, + "target_metrics": { + "edge_density": 8.43, + "fine_detail": 3.51, + "contrast": 27.34, + "saturation_mean": 159.44, + "colour_spread": 26.61 + }, + "metric_gap": 1.134, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 1.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 3.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 1.0, + 1.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 3.0, + 3.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve the lighting to match the dramatic, atmospheric, and volumetric lighting of the target image. Focus on warm, directional light from the marquee and street lamp, with soft ambient occlusion and reflections.", + "Enhance material properties for realism. The brickwork, pavement, and building facade in the capture are too flat and lack subsurface scattering or specular highlights. The target image shows wet, reflective surfaces with subtle variations in material.", + "Increase texture detail significantly. The brick textures are low-resolution and repetitive. The target image features high-resolution, varied brick patterns with grime and weathering.", + "Redesign the backdrop to include a distant city skyline with atmospheric perspective (haze) and more detailed building structures, similar to the target image.", + "Refine the character model and its integration into the scene. The character in the capture is low-poly and appears out of place. The target image's character has more realistic proportions, clothing detail, and is better lit to blend with the environment." + ] + } + }, + "joke_shop_door": { + "target": "docs/screens/concepts/joke_shop_door_closeup.png", + "metrics": { + "edge_density": 15.4, + "fine_detail": 7.24, + "contrast": 48.56, + "saturation_mean": 132.11, + "colour_spread": 50.35 + }, + "target_metrics": { + "edge_density": 9.79, + "fine_detail": 3.59, + "contrast": 26.09, + "saturation_mean": 117.17, + "colour_spread": 25.09 + }, + "metric_gap": 0.864, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 2.0, + "lighting": 3.0, + "texture_detail": 3.0, + "characters": 1.0, + "materials": 4.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 2.0, + 2.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 3.0, + 3.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 4.0, + 4.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve brick texture and material properties to match the target's depth and roughness.", + "Enhance the lighting to create softer, more volumetric shadows and a warmer glow from the lamp.", + "Add more detail to the building facade, such as subtle variations in brick color and mortar.", + "Introduce atmospheric perspective and haze to the distant cityscape to create a sense of depth.", + "Significantly increase the polygon count and detail of the character model to match the target's realism." + ] + } + }, + "npc_portrait": { + "target": "docs/screens/concepts/npc_portrait_day.png", + "metrics": { + "edge_density": 24.87, + "fine_detail": 9.87, + "contrast": 43.79, + "saturation_mean": 89.08, + "colour_spread": 49.97 + }, + "target_metrics": { + "edge_density": 7.47, + "fine_detail": 3.47, + "contrast": 52.66, + "saturation_mean": 93.44, + "colour_spread": 54.88 + }, + "metric_gap": 1.108, + "judge": { + "scores": { + "overall": 3.0, + "backdrop": 5.0, + "lighting": 4.0, + "texture_detail": 3.0, + "characters": 2.0, + "materials": 3.0 + }, + "score_range": { + "overall": [ + 3.0, + 3.0 + ], + "backdrop": [ + 5.0, + 5.0 + ], + "lighting": [ + 4.0, + 4.0 + ], + "texture_detail": [ + 3.0, + 3.0 + ], + "characters": [ + 2.0, + 2.0 + ], + "materials": [ + 3.0, + 3.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve character model realism: Focus on facial features, skin texture, and clothing wrinkles to match the target's detail and natural appearance.", + "Enhance material properties: Make brick, pavement, and clothing materials more realistic with better specular highlights, subsurface scattering, and wear/tear details.", + "Refine lighting: Mimic the warm, directional lighting of the target, paying attention to soft shadows and rim lighting on the character.", + "Increase texture detail: Apply higher resolution and more nuanced textures to all surfaces, especially the character's skin and clothing, and the brickwork.", + "Adjust backdrop realism: Add atmospheric perspective (haze) to the distant city skyline and improve the detail and lighting of the palm trees to match the target." + ] + } + }, + "street_day": { + "target": "docs/screens/concepts/boulevard_skyline_day.png", + "metrics": { + "edge_density": 19.96, + "fine_detail": 7.55, + "contrast": 43.9, + "saturation_mean": 97.45, + "colour_spread": 49.02 + }, + "target_metrics": { + "edge_density": 20.74, + "fine_detail": 8.23, + "contrast": 54.85, + "saturation_mean": 73.09, + "colour_spread": 58.16 + }, + "metric_gap": 0.119, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 4.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 1.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 4.0, + 4.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve road material to have more subtle variations in color and reflectivity, and add tire marks and debris.", + "Enhance building textures with more detailed facades, windows, and architectural elements. Add subtle weathering and grime.", + "Increase the density and variety of vegetation, ensuring realistic palm tree models and ground cover.", + "Refine lighting to create softer shadows, more atmospheric scattering, and realistic specular highlights on surfaces.", + "Add atmospheric perspective to the distant cityscape with appropriate haze and color grading to simulate distance." + ] + } + }, + "street_late": { + "target": "docs/screens/concepts/boulevard_skyline_dusk.png", + "metrics": { + "edge_density": 13.81, + "fine_detail": 6.73, + "contrast": 33.25, + "saturation_mean": 121.85, + "colour_spread": 37.78 + }, + "target_metrics": { + "edge_density": 8.83, + "fine_detail": 4.61, + "contrast": 33.26, + "saturation_mean": 188.16, + "colour_spread": 35.38 + }, + "metric_gap": 0.273, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 4.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 1.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 4.0, + 4.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve the lighting to match the warm, atmospheric glow of the target image, paying close attention to the neon signs and streetlights.", + "Enhance material properties for buildings, road, and vehicles to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and surface imperfections.", + "Increase texture detail on all surfaces, especially the road and building facades, to add depth and realism.", + "Refine the backdrop, particularly the city skyline and atmospheric haze, to create a more convincing sense of distance and depth.", + "Significantly improve character models and their integration into the scene, as they currently appear very low-fidelity and out of place." + ] + } + }, + "street_night": { + "target": "docs/screens/concepts/boulevard_skyline_dusk.png", + "metrics": { + "edge_density": 12.51, + "fine_detail": 6.14, + "contrast": 25.49, + "saturation_mean": 188.88, + "colour_spread": 26.48 + }, + "target_metrics": { + "edge_density": 8.83, + "fine_detail": 4.61, + "contrast": 33.26, + "saturation_mean": 188.16, + "colour_spread": 35.38 + }, + "metric_gap": 0.308, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 3.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 1.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 3.0, + 3.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve lighting to match the warm, atmospheric glow of the target, especially the neon signs and streetlights.", + "Increase the detail and realism of building materials and textures, adding grime, wear, and more complex architectural features.", + "Enhance the texture detail on the road surface, palm trees, and vehicles to be less uniform and more photorealistic.", + "Refine the backdrop, adding atmospheric haze and more detailed city silhouettes that mimic the depth and complexity of the target.", + "Significantly improve character models and animations to match the realistic style of the target image." + ] + } + }, + "studio_door": { + "target": "docs/screens/concepts/studio_stage_door_night.png", + "metrics": { + "edge_density": 17.21, + "fine_detail": 7.97, + "contrast": 49.17, + "saturation_mean": 132.27, + "colour_spread": 50.47 + }, + "target_metrics": { + "edge_density": 11.39, + "fine_detail": 4.87, + "contrast": 39.17, + "saturation_mean": 104.49, + "colour_spread": 38.0 + }, + "metric_gap": 0.433, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 1.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 1.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 1.0, + 1.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve the lighting to match the dramatic, moody atmosphere of the target, focusing on soft, volumetric light and realistic reflections.", + "Enhance material properties for the building facade, car, and pavement to achieve a more realistic look with appropriate specularity, roughness, and subsurface scattering.", + "Increase texture detail on all surfaces, especially the brickwork, stone, and car paint, to add fine details and imperfections.", + "Add atmospheric effects like fog or haze to the backdrop to create depth and a sense of distance, similar to the target image.", + "Significantly improve character models and their integration into the scene, paying attention to detail, lighting, and animation." + ] + } + } + }, + "before": { + "boulevard_day": { + "target": "docs/screens/concepts/boulevard_skyline_day.png", + "metrics": { + "edge_density": 23.21, + "fine_detail": 8.88, + "contrast": 38.78, + "saturation_mean": 99.58, + "colour_spread": 46.73 + }, + "target_metrics": { + "edge_density": 20.74, + "fine_detail": 8.23, + "contrast": 54.85, + "saturation_mean": 73.09, + "colour_spread": 58.16 + }, + "metric_gap": 0.172, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 5.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 1.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 5.0, + 5.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve road and sidewalk materials to have more realistic roughness and subtle variations.", + "Add significantly more geometric detail and realistic textures to buildings, especially the brickwork.", + "Replace low-polygon trees and foliage with more detailed and varied models, and add more natural scattering.", + "Enhance lighting to include softer shadows, more realistic ambient occlusion, and subtle specular highlights on surfaces.", + "Implement atmospheric perspective for the distant cityscape to create a sense of depth and haze." + ] + } + }, + "boulevard_night": { + "target": "docs/screens/concepts/hollywood_entrance_rain_night.png", + "metrics": { + "edge_density": 16.02, + "fine_detail": 7.13, + "contrast": 39.4, + "saturation_mean": 163.01, + "colour_spread": 40.42 + }, + "target_metrics": { + "edge_density": 8.43, + "fine_detail": 3.51, + "contrast": 27.34, + "saturation_mean": 159.44, + "colour_spread": 26.61 + }, + "metric_gap": 0.723, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 4.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 1.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 4.0, + 4.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve lighting to match the dramatic, atmospheric, and volumetric lighting of the target image, focusing on warm, directional light from the marquee and street lamp, with realistic reflections on wet surfaces.", + "Enhance material properties to achieve a more realistic look, particularly for the brickwork, pavement, and building facade, incorporating subtle imperfections, wear, and specular highlights that react realistically to light.", + "Increase texture detail significantly across all assets, especially the brick walls, pavement, and character models, to add depth, realism, and a sense of age and grit.", + "Redesign character models to be more anatomically correct and detailed, with realistic clothing textures and subtle animations that convey a sense of life and presence.", + "Refine the backdrop to include more atmospheric elements like fog, rain effects, and a more detailed, less stylized cityscape with appropriate haze for distance." + ] + } + }, + "entrance_day": { + "target": "docs/screens/concepts/hollywood_entrance_morning.png", + "metrics": { + "edge_density": 25.88, + "fine_detail": 9.86, + "contrast": 40.18, + "saturation_mean": 93.04, + "colour_spread": 43.24 + }, + "target_metrics": { + "edge_density": 16.87, + "fine_detail": 6.92, + "contrast": 70.27, + "saturation_mean": 121.02, + "colour_spread": 69.83 + }, + "metric_gap": 0.442, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 3.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 10.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 3.0, + 3.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 10.0, + 10.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve brick texture and material properties to add more variation, grime, and imperfections.", + "Enhance lighting to create softer shadows, more atmospheric volumetric light, and a warmer, more natural color temperature.", + "Add more detailed geometry and textures to the building facade, windows, and surrounding elements like trees and planters.", + "Introduce atmospheric perspective and fog to the distant cityscape to create a sense of depth and realism.", + "Replace low-polygon trees with more detailed models and textures that better match the target's style." + ] + } + }, + "entrance_late": { + "target": "docs/screens/concepts/hollywood_entrance_rain_night.png", + "metrics": { + "edge_density": 18.4, + "fine_detail": 8.41, + "contrast": 51.61, + "saturation_mean": 127.4, + "colour_spread": 51.96 + }, + "target_metrics": { + "edge_density": 8.43, + "fine_detail": 3.51, + "contrast": 27.34, + "saturation_mean": 159.44, + "colour_spread": 26.61 + }, + "metric_gap": 1.105, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 3.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 3.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 3.0, + 3.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 3.0, + 3.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve the lighting to be more atmospheric and volumetric, with softer shadows and more realistic light falloff, especially around the marquee and streetlights.", + "Enhance material properties for brick, pavement, and building facades to include realistic reflections, specularity, and subsurface scattering where appropriate.", + "Increase texture resolution and detail for all surfaces, particularly the brickwork, to reduce the appearance of tiling and blurriness.", + "Add more complex geometry and detail to the backdrop buildings and sky, including atmospheric perspective and subtle variations in color and light.", + "Refine character models with more detailed clothing, facial features (if visible), and more natural posing to match the realistic aesthetic." + ] + } + }, + "joke_shop_door": { + "target": "docs/screens/concepts/joke_shop_door_closeup.png", + "metrics": { + "edge_density": 14.84, + "fine_detail": 7.04, + "contrast": 47.63, + "saturation_mean": 132.89, + "colour_spread": 49.43 + }, + "target_metrics": { + "edge_density": 9.79, + "fine_detail": 3.59, + "contrast": 26.09, + "saturation_mean": 117.17, + "colour_spread": 25.09 + }, + "metric_gap": 0.818, + "judge": { + "scores": { + "overall": 3.0, + "backdrop": 5.0, + "lighting": 3.0, + "texture_detail": 3.0, + "characters": 1.0, + "materials": 4.0 + }, + "score_range": { + "overall": [ + 3.0, + 3.0 + ], + "backdrop": [ + 5.0, + 5.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 3.0, + 3.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 4.0, + 4.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve brick texture and normal mapping to match the target's depth and roughness.", + "Enhance the lighting to create softer, more volumetric shadows and a warmer glow from the lamp.", + "Add more detail to the door material, including wood grain and subtle imperfections.", + "Refine the sign's material and lighting to appear less flat and more integrated with the environment.", + "Significantly improve character models to achieve a realistic appearance, focusing on form, texture, and animation." + ] + } + }, + "street_day": { + "target": "docs/screens/concepts/boulevard_skyline_day.png", + "metrics": { + "edge_density": 18.69, + "fine_detail": 7.42, + "contrast": 42.69, + "saturation_mean": 106.86, + "colour_spread": 48.19 + }, + "target_metrics": { + "edge_density": 20.74, + "fine_detail": 8.23, + "contrast": 54.85, + "saturation_mean": 73.09, + "colour_spread": 58.16 + }, + "metric_gap": 0.148, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 4.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 1.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 4.0, + 4.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve road material to have more micro-details, reflections, and wear.", + "Add atmospheric perspective and volumetric fog to the distant cityscape to match the target's depth.", + "Enhance building materials with more varied textures, specular highlights, and subtle imperfections.", + "Increase the polygon count and texture resolution for the car model, paying attention to reflections and material properties.", + "Implement more realistic lighting with softer shadows, global illumination, and subtle color grading to mimic natural sunlight." + ] + } + }, + "street_late": { + "target": "docs/screens/concepts/boulevard_skyline_dusk.png", + "metrics": { + "edge_density": 12.95, + "fine_detail": 6.27, + "contrast": 31.94, + "saturation_mean": 122.75, + "colour_spread": 36.44 + }, + "target_metrics": { + "edge_density": 8.83, + "fine_detail": 4.61, + "contrast": 33.26, + "saturation_mean": 188.16, + "colour_spread": 35.38 + }, + "metric_gap": 0.224, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 4.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 1.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 4.0, + 4.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 2, + "fixes": [ + "Improve the lighting to match the warm, atmospheric glow of the target image, paying attention to the neon signs and streetlights.", + "Enhance material properties for buildings, road, and car to achieve a more realistic sheen and surface detail, especially reflections.", + "Increase texture resolution and detail on all surfaces, particularly the road and building facades, to mimic the fine grain and imperfections of the target.", + "Develop a more detailed and atmospheric backdrop, including a richer sky gradient and more nuanced city skyline with atmospheric perspective.", + "Significantly improve character models and their integration into the scene, as they are currently very basic and unrealistic." + ] + } + }, + "street_night": { + "target": "docs/screens/concepts/boulevard_skyline_dusk.png", + "metrics": { + "edge_density": 10.97, + "fine_detail": 5.57, + "contrast": 24.27, + "saturation_mean": 190.35, + "colour_spread": 25.15 + }, + "target_metrics": { + "edge_density": 8.83, + "fine_detail": 4.61, + "contrast": 33.26, + "saturation_mean": 188.16, + "colour_spread": 35.38 + }, + "metric_gap": 0.253, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 4.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 1.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 4.0, + 4.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 1.0, + 1.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 1, + "fixes": [ + "Improve lighting to match the warm, atmospheric glow of neon signs and streetlights in the target image, with more volumetric effects and softer shadows.", + "Enhance material properties to achieve a more realistic sheen and reflectivity on surfaces like the road, buildings, and car, especially under the artificial lights.", + "Increase texture detail on buildings, road surfaces, and palm trees to add grit, imperfections, and finer details that are present in the target image.", + "Add atmospheric perspective and haze to the distant cityscape and sky to create a sense of depth and realism, similar to the target image.", + "Significantly improve character models and their integration into the scene, as they are currently very basic and detract from realism." + ] + } + }, + "studio_door": { + "target": "docs/screens/concepts/studio_stage_door_night.png", + "metrics": { + "edge_density": 16.62, + "fine_detail": 7.65, + "contrast": 48.52, + "saturation_mean": 133.55, + "colour_spread": 49.81 + }, + "target_metrics": { + "edge_density": 11.39, + "fine_detail": 4.87, + "contrast": 39.17, + "saturation_mean": 104.49, + "colour_spread": 38.0 + }, + "metric_gap": 0.395, + "judge": { + "scores": { + "overall": 2.0, + "backdrop": 1.0, + "lighting": 3.0, + "texture_detail": 2.0, + "characters": 2.0, + "materials": 2.0 + }, + "score_range": { + "overall": [ + 2.0, + 2.0 + ], + "backdrop": [ + 1.0, + 1.0 + ], + "lighting": [ + 3.0, + 3.0 + ], + "texture_detail": [ + 2.0, + 2.0 + ], + "characters": [ + 2.0, + 2.0 + ], + "materials": [ + 2.0, + 2.0 + ] + }, + "runs": 1, + "fixes": [ + "Improve the lighting to match the dramatic, moody, and volumetric feel of the target image. Focus on soft, warm light sources and atmospheric fog.", + "Enhance material properties for the building facade, stairs, and car to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and surface imperfections.", + "Increase texture detail on all surfaces, especially the brickwork and stone, to add grit, wear, and finer details that are present in the target.", + "Redesign the backdrop to include atmospheric haze and a more distant, less defined background, similar to the target image's sense of depth and mood.", + "Significantly improve character models and their rendering to match the realistic style and subtle details of the people in the target image." + ] + } + } + } + } +} diff --git a/docs/screens/realism/2026-11-01-npc/report.md b/docs/screens/realism/2026-11-01-npc/report.md new file mode 100644 index 0000000..a87cdf3 --- /dev/null +++ b/docs/screens/realism/2026-11-01-npc/report.md @@ -0,0 +1,171 @@ +# Realism report: `docs/screens/realism/2026-11-01-npc` + +Vision judge: `google/gemini-2.5-flash-lite` (scores 0-10, higher is more realistic compared with the concept target). + +| set | shot | target | gap ↓ | edges | detail | contrast | overall | lighting | materials | texture | backdrop | +| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | +| after | boulevard_day | boulevard_skyline_day | 0.168 | 23.78 | 9.03 | 40.34 | 3.0 | 4.0 | 3.0 | 3.0 | 6.0 | +| after | boulevard_night | hollywood_entrance_rain_night | 0.728 | 16.21 | 7.16 | 38.99 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 | +| after | entrance_day | hollywood_entrance_morning | 0.457 | 27.12 | 10.33 | 43.1 | 3.0 | 4.0 | 3.0 | 3.0 | 3.0 | +| after | entrance_late | hollywood_entrance_rain_night | 1.134 | 18.8 | 8.52 | 52.15 | 2.0 | 3.0 | 2.0 | 2.0 | 1.0 | +| after | joke_shop_door | joke_shop_door_closeup | 0.864 | 15.4 | 7.24 | 48.56 | 2.0 | 3.0 | 4.0 | 3.0 | 2.0 | +| after | npc_portrait | npc_portrait_day | 1.108 | 24.87 | 9.87 | 43.79 | 3.0 | 4.0 | 3.0 | 3.0 | 5.0 | +| after | street_day | boulevard_skyline_day | 0.119 | 19.96 | 7.55 | 43.9 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 | +| after | street_late | boulevard_skyline_dusk | 0.273 | 13.81 | 6.73 | 33.25 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 | +| after | street_night | boulevard_skyline_dusk | 0.308 | 12.51 | 6.14 | 25.49 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 | +| after | studio_door | studio_stage_door_night | 0.433 | 17.21 | 7.97 | 49.17 | 2.0 | 3.0 | 2.0 | 2.0 | 1.0 | +| before | boulevard_day | boulevard_skyline_day | 0.172 | 23.21 | 8.88 | 38.78 | 2.0 | 3.0 | 2.0 | 2.0 | 5.0 | +| before | boulevard_night | hollywood_entrance_rain_night | 0.723 | 16.02 | 7.13 | 39.4 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 | +| before | entrance_day | hollywood_entrance_morning | 0.442 | 25.88 | 9.86 | 40.18 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 | +| before | entrance_late | hollywood_entrance_rain_night | 1.105 | 18.4 | 8.41 | 51.61 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 | +| before | joke_shop_door | joke_shop_door_closeup | 0.818 | 14.84 | 7.04 | 47.63 | 3.0 | 3.0 | 4.0 | 3.0 | 5.0 | +| before | street_day | boulevard_skyline_day | 0.148 | 18.69 | 7.42 | 42.69 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 | +| before | street_late | boulevard_skyline_dusk | 0.224 | 12.95 | 6.27 | 31.94 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 | +| before | street_night | boulevard_skyline_dusk | 0.253 | 10.97 | 5.57 | 24.27 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 | +| before | studio_door | studio_stage_door_night | 0.395 | 16.62 | 7.65 | 48.52 | 2.0 | 3.0 | 2.0 | 2.0 | 1.0 | + +Mean scores per set (all captured shots): + +| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters | +| --- | --- | --- | --- | --- | --- | --- | --- | --- | +| after | 10 | 0.559 | 2.3 | 3.3 | 2.5 | 2.4 | 3.3 | 2.2 | +| before | 9 | 0.476 | 2.11 | 3.0 | 2.22 | 2.11 | 3.67 | 2.33 | + +Mean over the shots every set captured (like for like): + +| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters | +| --- | --- | --- | --- | --- | --- | --- | --- | --- | +| after | 9 | 0.498 | 2.22 | 3.22 | 2.44 | 2.33 | 3.11 | 2.22 | + +**after / boulevard_day** fixes: +- Improve the lighting model to better simulate global illumination and soft shadows, especially for the sky and ambient light. +- Increase the polygon count and add normal maps to the trees and foliage to give them a more organic and detailed appearance. +- Replace the current brick material with a more detailed texture that includes variations in color, mortar lines, and subtle imperfections. +- Add more complex geometry and finer details to the buildings in the background, such as windows, balconies, and architectural elements, to match the target's complexity. +- Implement a more sophisticated atmospheric perspective effect for the distant cityscape to create a greater sense of depth and realism. + +**after / boulevard_night** fixes: +- Improve the lighting to be more atmospheric and volumetric, with softer shadows and more realistic reflections on wet surfaces. +- Enhance material properties for brick, pavement, and building facades to include more subtle variations, specularity, and roughness. +- Increase texture detail on all surfaces, especially the brickwork, pavement, and character models, to reduce the 'plastic' look. +- Redesign character models to be more anatomically correct and detailed, with better clothing textures and facial features. +- Add more subtle environmental details like rain streaks, puddles with ripples, and more varied foliage to enhance realism. + +**after / entrance_day** fixes: +- Improve brick texture and material to add more variation, grime, and imperfections. +- Add atmospheric perspective and volumetric fog to the background to create depth and match the target's hazy distance. +- Enhance lighting to include softer shadows, more subtle ambient occlusion, and realistic light falloff, especially around the marquee lights. +- Replace low-polygon trees with more detailed models that have varied leaf textures and shapes. +- Add subtle surface imperfections and wear to the concrete sidewalk and steps. + +**after / entrance_late** fixes: +- Improve the lighting to match the dramatic, atmospheric, and volumetric lighting of the target image. Focus on warm, directional light from the marquee and street lamp, with soft ambient occlusion and reflections. +- Enhance material properties for realism. The brickwork, pavement, and building facade in the capture are too flat and lack subsurface scattering or specular highlights. The target image shows wet, reflective surfaces with subtle variations in material. +- Increase texture detail significantly. The brick textures are low-resolution and repetitive. The target image features high-resolution, varied brick patterns with grime and weathering. +- Redesign the backdrop to include a distant city skyline with atmospheric perspective (haze) and more detailed building structures, similar to the target image. +- Refine the character model and its integration into the scene. The character in the capture is low-poly and appears out of place. The target image's character has more realistic proportions, clothing detail, and is better lit to blend with the environment. + +**after / joke_shop_door** fixes: +- Improve brick texture and material properties to match the target's depth and roughness. +- Enhance the lighting to create softer, more volumetric shadows and a warmer glow from the lamp. +- Add more detail to the building facade, such as subtle variations in brick color and mortar. +- Introduce atmospheric perspective and haze to the distant cityscape to create a sense of depth. +- Significantly increase the polygon count and detail of the character model to match the target's realism. + +**after / npc_portrait** fixes: +- Improve character model realism: Focus on facial features, skin texture, and clothing wrinkles to match the target's detail and natural appearance. +- Enhance material properties: Make brick, pavement, and clothing materials more realistic with better specular highlights, subsurface scattering, and wear/tear details. +- Refine lighting: Mimic the warm, directional lighting of the target, paying attention to soft shadows and rim lighting on the character. +- Increase texture detail: Apply higher resolution and more nuanced textures to all surfaces, especially the character's skin and clothing, and the brickwork. +- Adjust backdrop realism: Add atmospheric perspective (haze) to the distant city skyline and improve the detail and lighting of the palm trees to match the target. + +**after / street_day** fixes: +- Improve road material to have more subtle variations in color and reflectivity, and add tire marks and debris. +- Enhance building textures with more detailed facades, windows, and architectural elements. Add subtle weathering and grime. +- Increase the density and variety of vegetation, ensuring realistic palm tree models and ground cover. +- Refine lighting to create softer shadows, more atmospheric scattering, and realistic specular highlights on surfaces. +- Add atmospheric perspective to the distant cityscape with appropriate haze and color grading to simulate distance. + +**after / street_late** fixes: +- Improve the lighting to match the warm, atmospheric glow of the target image, paying close attention to the neon signs and streetlights. +- Enhance material properties for buildings, road, and vehicles to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and surface imperfections. +- Increase texture detail on all surfaces, especially the road and building facades, to add depth and realism. +- Refine the backdrop, particularly the city skyline and atmospheric haze, to create a more convincing sense of distance and depth. +- Significantly improve character models and their integration into the scene, as they currently appear very low-fidelity and out of place. + +**after / street_night** fixes: +- Improve lighting to match the warm, atmospheric glow of the target, especially the neon signs and streetlights. +- Increase the detail and realism of building materials and textures, adding grime, wear, and more complex architectural features. +- Enhance the texture detail on the road surface, palm trees, and vehicles to be less uniform and more photorealistic. +- Refine the backdrop, adding atmospheric haze and more detailed city silhouettes that mimic the depth and complexity of the target. +- Significantly improve character models and animations to match the realistic style of the target image. + +**after / studio_door** fixes: +- Improve the lighting to match the dramatic, moody atmosphere of the target, focusing on soft, volumetric light and realistic reflections. +- Enhance material properties for the building facade, car, and pavement to achieve a more realistic look with appropriate specularity, roughness, and subsurface scattering. +- Increase texture detail on all surfaces, especially the brickwork, stone, and car paint, to add fine details and imperfections. +- Add atmospheric effects like fog or haze to the backdrop to create depth and a sense of distance, similar to the target image. +- Significantly improve character models and their integration into the scene, paying attention to detail, lighting, and animation. + +**before / boulevard_day** fixes: +- Improve road and sidewalk materials to have more realistic roughness and subtle variations. +- Add significantly more geometric detail and realistic textures to buildings, especially the brickwork. +- Replace low-polygon trees and foliage with more detailed and varied models, and add more natural scattering. +- Enhance lighting to include softer shadows, more realistic ambient occlusion, and subtle specular highlights on surfaces. +- Implement atmospheric perspective for the distant cityscape to create a sense of depth and haze. + +**before / boulevard_night** fixes: +- Improve lighting to match the dramatic, atmospheric, and volumetric lighting of the target image, focusing on warm, directional light from the marquee and street lamp, with realistic reflections on wet surfaces. +- Enhance material properties to achieve a more realistic look, particularly for the brickwork, pavement, and building facade, incorporating subtle imperfections, wear, and specular highlights that react realistically to light. +- Increase texture detail significantly across all assets, especially the brick walls, pavement, and character models, to add depth, realism, and a sense of age and grit. +- Redesign character models to be more anatomically correct and detailed, with realistic clothing textures and subtle animations that convey a sense of life and presence. +- Refine the backdrop to include more atmospheric elements like fog, rain effects, and a more detailed, less stylized cityscape with appropriate haze for distance. + +**before / entrance_day** fixes: +- Improve brick texture and material properties to add more variation, grime, and imperfections. +- Enhance lighting to create softer shadows, more atmospheric volumetric light, and a warmer, more natural color temperature. +- Add more detailed geometry and textures to the building facade, windows, and surrounding elements like trees and planters. +- Introduce atmospheric perspective and fog to the distant cityscape to create a sense of depth and realism. +- Replace low-polygon trees with more detailed models and textures that better match the target's style. + +**before / entrance_late** fixes: +- Improve the lighting to be more atmospheric and volumetric, with softer shadows and more realistic light falloff, especially around the marquee and streetlights. +- Enhance material properties for brick, pavement, and building facades to include realistic reflections, specularity, and subsurface scattering where appropriate. +- Increase texture resolution and detail for all surfaces, particularly the brickwork, to reduce the appearance of tiling and blurriness. +- Add more complex geometry and detail to the backdrop buildings and sky, including atmospheric perspective and subtle variations in color and light. +- Refine character models with more detailed clothing, facial features (if visible), and more natural posing to match the realistic aesthetic. + +**before / joke_shop_door** fixes: +- Improve brick texture and normal mapping to match the target's depth and roughness. +- Enhance the lighting to create softer, more volumetric shadows and a warmer glow from the lamp. +- Add more detail to the door material, including wood grain and subtle imperfections. +- Refine the sign's material and lighting to appear less flat and more integrated with the environment. +- Significantly improve character models to achieve a realistic appearance, focusing on form, texture, and animation. + +**before / street_day** fixes: +- Improve road material to have more micro-details, reflections, and wear. +- Add atmospheric perspective and volumetric fog to the distant cityscape to match the target's depth. +- Enhance building materials with more varied textures, specular highlights, and subtle imperfections. +- Increase the polygon count and texture resolution for the car model, paying attention to reflections and material properties. +- Implement more realistic lighting with softer shadows, global illumination, and subtle color grading to mimic natural sunlight. + +**before / street_late** fixes: +- Improve the lighting to match the warm, atmospheric glow of the target image, paying attention to the neon signs and streetlights. +- Enhance material properties for buildings, road, and car to achieve a more realistic sheen and surface detail, especially reflections. +- Increase texture resolution and detail on all surfaces, particularly the road and building facades, to mimic the fine grain and imperfections of the target. +- Develop a more detailed and atmospheric backdrop, including a richer sky gradient and more nuanced city skyline with atmospheric perspective. +- Significantly improve character models and their integration into the scene, as they are currently very basic and unrealistic. + +**before / street_night** fixes: +- Improve lighting to match the warm, atmospheric glow of neon signs and streetlights in the target image, with more volumetric effects and softer shadows. +- Enhance material properties to achieve a more realistic sheen and reflectivity on surfaces like the road, buildings, and car, especially under the artificial lights. +- Increase texture detail on buildings, road surfaces, and palm trees to add grit, imperfections, and finer details that are present in the target image. +- Add atmospheric perspective and haze to the distant cityscape and sky to create a sense of depth and realism, similar to the target image. +- Significantly improve character models and their integration into the scene, as they are currently very basic and detract from realism. + +**before / studio_door** fixes: +- Improve the lighting to match the dramatic, moody, and volumetric feel of the target image. Focus on soft, warm light sources and atmospheric fog. +- Enhance material properties for the building facade, stairs, and car to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and surface imperfections. +- Increase texture detail on all surfaces, especially the brickwork and stone, to add grit, wear, and finer details that are present in the target. +- Redesign the backdrop to include atmospheric haze and a more distant, less defined background, similar to the target image's sense of depth and mood. +- Significantly improve character models and their rendering to match the realistic style and subtle details of the people in the target image. diff --git a/docs/screens/realism/2026-11-01-npc/sheet.jpg b/docs/screens/realism/2026-11-01-npc/sheet.jpg new file mode 100644 index 0000000..a5193df Binary files /dev/null and b/docs/screens/realism/2026-11-01-npc/sheet.jpg differ diff --git a/docs/screenshots/02-targeting-npc.png b/docs/screenshots/02-targeting-npc.png index 352a53f..56fef31 100644 Binary files a/docs/screenshots/02-targeting-npc.png and b/docs/screenshots/02-targeting-npc.png differ diff --git a/docs/screenshots/05-late-night-avenue.png b/docs/screenshots/05-late-night-avenue.png index 67ae1a2..460ca6d 100644 Binary files a/docs/screenshots/05-late-night-avenue.png and b/docs/screenshots/05-late-night-avenue.png differ diff --git a/docs/screenshots/06-night-flashlight.png b/docs/screenshots/06-night-flashlight.png index 40b8db0..78a4116 100644 Binary files a/docs/screenshots/06-night-flashlight.png and b/docs/screenshots/06-night-flashlight.png differ diff --git a/docs/screenshots/08-escalation-hud.png b/docs/screenshots/08-escalation-hud.png index f9961af..e29e823 100644 Binary files a/docs/screenshots/08-escalation-hud.png and b/docs/screenshots/08-escalation-hud.png differ diff --git a/docs/screenshots/11-precision-walk.png b/docs/screenshots/11-precision-walk.png index 5e3d2ba..29e716f 100644 Binary files a/docs/screenshots/11-precision-walk.png and b/docs/screenshots/11-precision-walk.png differ diff --git a/src/game/game_manager.gd b/src/game/game_manager.gd index 5a2469c..6045ed1 100644 --- a/src/game/game_manager.gd +++ b/src/game/game_manager.gd @@ -191,30 +191,10 @@ func _build_guard() -> GuardController: # front of the guard instead of the person or door being checked. flashlight.rotation_degrees = Vector3.ZERO flashlight.spot_range = 20.0 - flashlight.spot_angle = 11.0 - flashlight.light_energy = 3.6 + flashlight.spot_angle = 14.0 + flashlight.light_energy = 4.2 flashlight.spot_attenuation = 0.9 flashlight.spot_angle_attenuation = 0.9 - # Visible beam: a fading additive cone parented to the lamp, because the - # Compatibility renderer has no volumetric light. It is offset forward so the - # near cap never fills the first-person view. - var beam := MeshInstance3D.new() - beam.name = "Beam" - var cone := CylinderMesh.new() - cone.top_radius = 3.0 - cone.bottom_radius = 0.04 - cone.height = 7.0 - cone.radial_segments = 16 - cone.rings = 1 - cone.cap_top = false - cone.cap_bottom = false - beam.mesh = cone - # Cylinder axis is +Y; -90° about X aims the wide end along -Z (forward). - beam.rotation_degrees = Vector3(-90, 0, 0) - beam.position = Vector3(0, 0, -3.9) - beam.material_override = Materials.light_beam() - beam.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF - flashlight.add_child(beam) head.add_child(flashlight) var collider := CollisionShape3D.new() var shape := CapsuleShape3D.new() diff --git a/src/game/materials.gd b/src/game/materials.gd index 03a9486..fbc4cdf 100644 --- a/src/game/materials.gd +++ b/src/game/materials.gd @@ -128,35 +128,6 @@ static func emissive(color: Color, energy: float = 1.4) -> StandardMaterial3D: mat.roughness = 0.4 return mat -## Fake light shaft for the flashlight (Compatibility has no volumetrics). -## Additive, unshaded, no depth write: it glows over the scene, is still occluded -## by walls, and fades out along its length instead of ending in a hard disc. -static func light_beam() -> StandardMaterial3D: - var mat := StandardMaterial3D.new() - mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED - mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA - mat.blend_mode = BaseMaterial3D.BLEND_MODE_ADD - mat.cull_mode = BaseMaterial3D.CULL_DISABLED - mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED - mat.albedo_color = Color(1.0, 0.95, 0.82, 1.0) - # A vertical ramp, not a GradientTexture1D: a cylinder's UV.y runs along its - # height, while the 1D gradient varies with U and would paint a bright ring. - var ramp := Image.create(1, 64, false, Image.FORMAT_RGBA8) - for y in 64: - var t := float(y) / 63.0 - # Symmetric fade (bright in the middle, gone at both ends) so the look - # does not depend on which way CylinderMesh orients its V coordinate; the - # far end must never show as a bright ring. - var alpha := 0.0 - if t < 0.5: - alpha = lerpf(0.0, 0.3, t / 0.5) - else: - alpha = lerpf(0.3, 0.0, (t - 0.5) / 0.5) - ramp.set_pixel(0, y, Color(1.0, 1.0, 1.0, alpha)) - mat.albedo_texture = ImageTexture.create_from_image(ramp) - mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_LINEAR - return mat - ## Dark glass for windows and the entrance door. The alpha keeps the interior ## visible, and the low roughness gives the facade a highlight instead of a hole. static func glass(color: Color = Color(0.42, 0.56, 0.72, 0.75)) -> StandardMaterial3D: diff --git a/src/test/capture_realism.gd b/src/test/capture_realism.gd index f647659..e16620f 100644 --- a/src/test/capture_realism.gd +++ b/src/test/capture_realism.gd @@ -15,6 +15,7 @@ extends SceneTree ## --tint=res://assets/textures/skyline.png=1,1,1 \ ## --normal=res://assets/textures/ai/game_ready/brick_facade.png=res://.../brick_facade_normal.png ## # Or capture only some stages: --stages=day,late +## # Or feature one NPC role in the portrait: --portrait-type=2 ## ## `--swap=OLD=NEW` replaces every StandardMaterial3D albedo texture loaded ## from OLD. `--tint=OLD=r,g,b` sets those materials' albedo colour. @@ -23,6 +24,17 @@ extends SceneTree ## swaps can target the same material. Existing files in `--out` are never ## overwritten (a `-vN` suffix is added). +## NPC roles that wear the hood prop (see NpcAvatar.ACCESSORIES); their faces are +## hidden, so they are poor portrait subjects. Indices follow `Rules.NpcType`. +const HOODED_TYPES := [5, 6, 7] # TRESPASSER, VIOLENT_THREAT, MENTAL_CRISIS + +## Optional `--portrait-type=N` picks the NpcType a portrait should feature. +var _portrait_type := -1 +## Where the portrait subject is placed, relative to the guard's spawn. +var _portrait_spot := Vector3(0.0, 0.5, 9.0) +var _portrait_subject: Node3D = null +var _last_positions := {} + ## Guard position/rotation per shot, matching the README capture poses. const SHOTS_DAY := [ {"name": "entrance_day", "pos": Vector3(0, 0.1, 10.5), "yaw": 0.0, "pitch": 2.0}, @@ -43,9 +55,17 @@ const SHOTS_JOKE := [ const SHOTS_STUDIO := [ {"name": "studio_door", "pos": Vector3(0, 0.1, 6.2), "yaw": 0.0, "pitch": 2.0}, ] +## A face-on portrait: staged relative to a live NPC by `_stage_portrait()`. +const SHOTS_PORTRAIT := [ + {"name": "npc_portrait", "pos": Vector3.ZERO, "yaw": 0.0, "pitch": 0.0, + "portrait": true, "spot": Vector3(0.0, 0.5, 9.0)}, +] ## Stage list: shift time selects the phase, `venue` switches the scenario first. const STAGES := [ {"name": "day", "elapsed": 0.0, "venue": "", "shots": SHOTS_DAY, "night": false}, + # Portrait next, while the day crowd is still on the street. + {"name": "portrait", "elapsed": 0.0, "venue": "", "shots": SHOTS_PORTRAIT, + "night": false}, {"name": "evening", "elapsed": 620.0, "venue": "", "shots": SHOTS_EVENING, "night": true}, {"name": "late", "elapsed": 760.0, "venue": "", "shots": SHOTS_LATE, "night": true}, {"name": "joke_shop", "elapsed": 700.0, "venue": "joke_shop", "shots": SHOTS_JOKE, "night": true}, @@ -100,7 +120,7 @@ func _pair(text: String, into: Dictionary) -> void: return into[text.substr(0, cut)] = text.substr(cut + 1) -func _process(_delta: float) -> bool: +func _process(delta: float) -> bool: frames += 1 if frames > MAX_FRAMES: push_error("capture_realism timed out") @@ -126,7 +146,7 @@ func _process(_delta: float) -> bool: if _phase != "done": _phase = "shoot" "shoot": - _run_queue() + _run_queue(delta) "done": print("capture_realism done -> %s" % out_dir) quit(0) @@ -142,8 +162,9 @@ func _begin_stage() -> void: _phase = "done" return var stage: Dictionary = STAGES[_stage] - if str(stage["venue"]) != "": - gm.call("switch_scenario", str(stage["venue"])) + var venue := str(stage["venue"]) + if venue != "" and venue != str(gm.get("active_scenario_id")): + gm.call("switch_scenario", venue) gm.coordinator.elapsed_s = float(stage["elapsed"]) _apply(swaps) if bool(stage["night"]): @@ -152,11 +173,29 @@ func _begin_stage() -> void: _shot_frames = 0 print("capture_realism: stage %s at %d ms" % [stage["name"], Time.get_ticks_msec()]) -func _run_queue() -> void: +func _run_queue(delta: float) -> void: if _queue.is_empty(): _phase = "stage" return var shot: Dictionary = _queue[0] + var portrait := bool(shot.get("portrait", false)) + if portrait: + # NPCs spawn over time; re-stage every frame until one exists, then shoot. + if shot.has("spot"): + _portrait_spot = shot["spot"] + if not _stage_portrait(delta, float(shot.get("angle", 0.0))): + _shot_frames += 1 + if _shot_frames >= SETTLE_FRAMES * 10: + push_warning("capture_realism: no NPC for %s" % shot["name"]) + _queue.pop_front() + _shot_frames = 0 + return + _shot_frames += 1 + if _shot_frames >= SETTLE_FRAMES: + _shoot(str(shot["name"])) + _queue.pop_front() + _shot_frames = 0 + return if _shot_frames == 0: gm.guard.global_position = shot["pos"] gm.guard.rotation.y = deg_to_rad(float(shot["yaw"])) @@ -167,6 +206,110 @@ func _run_queue() -> void: _queue.pop_front() _shot_frames = 0 +## Frame a nearby NPC from the front, with the sun behind the camera so the face +## is lit. The subject's own yaw is re-written every frame by its FSM, so the +## portrait turns the visual `Rig` child instead and stands on the sunlit side. +func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool: + var guard_pos: Vector3 = gm.guard.global_position + var light := _sun_direction() + var speeds := _speeds(delta) + var best: Node3D = null + var best_distance := 999.0 + for node in get_nodes_in_group("npc"): + var npc := node as Node3D + if npc == null or _faces_covered(npc): + continue + if _portrait_type >= 0 and int(_profile_of(npc).get("npc_type")) != _portrait_type: + continue + var distance: float = npc.global_position.distance_to(guard_pos) + if distance > 25.0: + continue + # Close, standing still, and easy to reach: the crowd keeps moving. + var score: float = distance / 25.0 + if float(speeds.get(npc.get_instance_id(), 9.9)) < 0.05: + score -= 0.5 + if not bool(npc.get("ephemeral")): + score -= 0.2 + if best == null or score < best_distance: + best = npc + best_distance = score + if best == null: + return false + if _portrait_subject != best: + _portrait_subject = best + # Park the rest of the crowd far away: a close-up is a character still and + # a passer-by walking through the frame would block the subject. + for node in get_nodes_in_group("npc"): + var other := node as Node3D + if other == null or other == best: + continue + other.set_physics_process(false) + other.global_position += Vector3(0.0, 0.0, 140.0) + # Freeze the subject: its FSM re-writes the yaw every physics tick, which + # would turn it away from the camera again. + best.set_physics_process(false) + # Clear standing spot on the sidewalk, away from the queue: the close-up is a + # character still, not a slice of the scene, and the crowd would block it. + var spot := Vector3(0.0, 0.0, 0.0) + if gm.guard.get("spawn_position") != null: + spot = gm.guard.get("spawn_position") + best.global_position = spot + _portrait_spot + best.rotation.y = 0.0 + # Stand between the subject and the sun, so the face is front-lit. + var to_light := -light + to_light = to_light.rotated(Vector3.UP, deg_to_rad(angle_deg)) + gm.guard.global_position = best.global_position + to_light * 1.3 + gm.guard.global_position.y = 0.1 + var look: Vector3 = best.global_position - gm.guard.global_position + look.y = 0.0 + gm.guard.rotation.y = atan2(-look.x, -look.z) + gm.guard.head.rotation.x = deg_to_rad(1.0) + # Turn the drawn rig (not the root) so the subject looks at the camera. + best.rotation.y = atan2(look.x, look.z) + + return true + +## Per-instance walking speed in m/s, from the position delta of the last frame. +func _speeds(delta: float) -> Dictionary: + var now := {} + var speeds := {} + for node in get_nodes_in_group("npc"): + var npc := node as Node3D + if npc == null: + continue + var id := npc.get_instance_id() + now[id] = npc.global_position + if _last_positions.has(id) and delta > 0.0: + speeds[id] = npc.global_position.distance_to(_last_positions[id]) / delta + _last_positions = now + return speeds + +## Horizontal direction the sun light comes from (the way the light travels). +func _sun_direction() -> Vector3: + for node in root.find_children("*", "DirectionalLight3D", true, false): + var sun := node as DirectionalLight3D + if sun == null or not sun.visible: + continue + var dir := -sun.global_transform.basis.z + dir.y = 0.0 + if dir.length() > 0.01: + return dir.normalized() + return Vector3(0, 0, 1) + +## True when the avatar wears something over its face (see NpcAvatar.ACCESSORIES). +func _profile_of(npc: Node3D) -> Variant: + var brain = npc.get("npc") + return brain.get("profile") if brain != null else null + +func _faces_covered(npc: Node3D) -> bool: + var brain = npc.get("npc") + if brain == null: + return false + var profile = brain.get("profile") + if profile == null: + return false + return int(profile.get("npc_type")) in HOODED_TYPES + ## Apply swaps, tints and normals to every material whose original albedo path ## matches. Called once per stage; materials are visited through the tree. func _apply(table: Dictionary) -> void: diff --git a/src/test/tests/test_door_and_flashlight.gd b/src/test/tests/test_door_and_flashlight.gd index 24275c0..4595a1e 100644 --- a/src/test/tests/test_door_and_flashlight.gd +++ b/src/test/tests/test_door_and_flashlight.gd @@ -28,6 +28,24 @@ func test_unlocked_door_admits_force() -> bool: var b := TestUtils.check_eq(result["outcome"], "entered", "entered outcome") return a and b +func test_flashlight_aims_a_tight_forward_spot() -> bool: + ## The lamp sits on the guard's head and aims straight down the view axis with + ## a narrow cone: a wide cone washed the whole entrance instead of lighting the + ## door being checked (realism pass, 2026-11-01). + var root := Node3D.new() + var gm: Node = load("res://src/game/game_manager.gd").new() + root.add_child(gm) + var guard: Node3D = gm.call("_build_guard") + var lamp: SpotLight3D = guard.get_node_or_null("Head/Flashlight") as SpotLight3D + var a := TestUtils.check(lamp != null, "flashlight lives on the guard's head") + var b := TestUtils.check(lamp != null and lamp.rotation_degrees.is_equal_approx(Vector3.ZERO), + "flashlight aims straight ahead") + var c := TestUtils.check(lamp != null and lamp.spot_angle <= 20.0, + "flashlight cone is narrow enough to read as a torch") + var d := TestUtils.check(lamp != null and not lamp.visible, "flashlight starts off") + root.free() + return a and b and c and d + func test_flashlight_widens_perception() -> bool: ## Without the flashlight, an NPC at AWARE_RADIUS + 3 m is unaware. ## With the flashlight bonus (4 m), the same distance registers as aware. diff --git a/tools/blender_assets.py b/tools/blender_assets.py index 8bb628b..2f9c7ee 100644 --- a/tools/blender_assets.py +++ b/tools/blender_assets.py @@ -48,7 +48,11 @@ SLOTS = ["skin", "cloth", "pants", "accessory", "hair"] BONES = ["Head", "HipL", "HipR", "KneeL", "KneeR", "ShoulderL", "ShoulderR", "ElbowL", "ElbowR", "HandL", "HandR"] CHAR_MAX_TRIS = 6000 -CHAR_MAX_VERTS = 4000 +# Raised from 4000 to 5000 for the 2026-11-01 face/hand detail pass. The glTF +# vertex count is after UV-seam splits, so the extra eyes, lids, cheeks, nose and +# fingers cost ~700 verts per variant; `smoke_npc_budget.gd` measured 16 avatars at +# ~6.9 ms (budget 50 ms), and each avatar is still a single skinned mesh. +CHAR_MAX_VERTS = 5000 GEAR_MAX_TRIS = 1500 PROP_MAX_TRIS = 4000 @@ -209,6 +213,7 @@ PALETTE = { "undershirt": ((60, 62, 68), 0.9, 0.0, 0.0), "uniform": ((30, 34, 46), 0.85, 0.0, 0.0), "patch": ((190, 150, 60), 0.6, 0.2, 0.0), + "eye_white": ((236, 233, 226), 0.45, 0.0, 0.0), } _MATS = {} @@ -545,7 +550,7 @@ def _skin_body(spec): sub = obj.modifiers.new("Sub", "SUBSURF") sub.levels = 2 dec = obj.modifiers.new("Decimate", "DECIMATE") - dec.ratio = 0.36 + dec.ratio = 0.26 dec.use_symmetry = True dec.symmetry_axis = "X" _apply_all(obj) @@ -702,22 +707,47 @@ def _hood(name, mat, head_center): def _face(mats, spec): + """Head with readable eyes, brow ridge, nose, lips and ears. + + At conversation distance the eye region carries the read, so each eye gets a + white sclera, a dark iris and an upper lid, and the face gets cheekbones and + a nose bridge instead of a single cone (realism pass detail work). + """ skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"] + white = material("eye_white", textured_solid=True) parts = [sphere("Head", 0.155, (0, 0, 1.635), skin, seg=18, rings=12, scale=(0.92, 1.0, 1.12))] - # jaw / chin softens the egg into a face - parts.append(sphere("Jaw", 0.10, (0, -0.04, 1.56), skin, seg=12, rings=8, + # jaw / chin and cheekbones soften the egg into a face + parts.append(sphere("Jaw", 0.10, (0, -0.04, 1.556), skin, seg=12, rings=8, scale=(1.0, 1.0, 0.8))) - parts.append(cyl("Nose", 0.022, 0.006, 0.05, (0, -0.158, 1.632), skin, seg=6, - rot=(math.radians(-80), 0, 0), smooth=True)) for s in (-1.0, 1.0): - parts.append(sphere("Ear", 0.035, (0.142 * s, 0.01, 1.63), skin, seg=8, rings=5, - scale=(0.45, 1.0, 1.35))) - parts.append(sphere("Eye", 0.017, (0.05 * s, -0.142, 1.665), acc, seg=8, rings=5, - scale=(1.2, 0.6, 0.9))) - parts.append(box("Brow", (0.05, 0.012, 0.011), (0.05 * s, -0.146, 1.70), hair, - rot=(0, 0.12 * s, 0.0))) - parts.append(box("Mouth", (0.06, 0.012, 0.01), (0, -0.142, 1.585), acc)) + parts.append(sphere("Cheek", 0.034, (0.076 * s, -0.104, 1.606), skin, seg=8, + rings=5, scale=(1.0, 0.7, 0.8))) + # nose: bridge and ball (nostrils were cut to stay inside the vertex budget) + parts.append(cyl("NoseBridge", 0.016, 0.022, 0.06, (0, -0.145, 1.652), skin, seg=8, + rot=(math.radians(-72), 0, 0), smooth=True)) + parts.append(sphere("NoseTip", 0.024, (0, -0.163, 1.616), skin, seg=10, rings=6, + scale=(1.0, 0.9, 0.85))) + for s in (-1.0, 1.0): + # ear with a lobe, and one crease so it is not a flat disc + parts.append(sphere("Ear", 0.036, (0.143 * s, 0.008, 1.63), skin, seg=8, rings=5, + scale=(0.42, 1.0, 1.35))) + parts.append(sphere("EarLobe", 0.018, (0.142 * s, -0.005, 1.605), skin, seg=8, + rings=5, scale=(0.45, 1.0, 0.9))) + # eye: sclera, iris, upper lid and brow + ex, ey, ez = 0.052 * s, -0.138, 1.664 + parts.append(sphere("EyeWhite", 0.019, (ex, ey, ez), white, seg=8, rings=5, + scale=(1.25, 0.7, 0.85))) + parts.append(sphere("Iris", 0.0105, (ex, ey - 0.013, ez), acc, seg=8, rings=5, + scale=(1.0, 0.55, 1.0))) + parts.append(box("Lid", (0.038, 0.010, 0.008), (ex, ey + 0.004, ez + 0.014), + skin, rot=(math.radians(-10), 0, 0))) + parts.append(box("Brow", (0.055, 0.014, 0.012), (0.052 * s, -0.143, 1.699), hair, + rot=(0, 0.14 * s, 0.0))) + # lips: upper and lower instead of a single bar + parts.append(box("LipUpper", (0.052, 0.012, 0.008), (0, -0.145, 1.588), acc, + rot=(math.radians(6), 0, 0))) + parts.append(box("LipLower", (0.046, 0.012, 0.009), (0, -0.143, 1.578), acc)) if spec.get("beard"): parts.append(sphere("Beard", 0.105, (0, -0.06, 1.55), hair, seg=12, rings=8, scale=(1.0, 0.9, 0.75), cut_below=-0.2)) @@ -733,8 +763,14 @@ def _hands_and_shoes(mats, spec): x = 0.275 * s * w parts.append(sphere("Palm", 0.045, (x, -0.01, 0.735), skin, seg=10, rings=6, scale=(0.55, 0.95, 1.25))) - parts.append(sphere("Thumb", 0.018, (x - 0.01 * s, -0.045, 0.75), skin, seg=8, - rings=6, scale=(1.0, 1.0, 1.8), rot=(0.4, 0, 0))) + parts.append(sphere("Thumb", 0.018, (x - 0.014 * s, -0.048, 0.752), skin, + seg=8, rings=6, scale=(1.0, 1.0, 1.7), rot=(0.4, 0, 0))) + # four fingers: relaxed, slightly curled forward, outer ones shorter + for index, offset in enumerate((-0.024, -0.008, 0.008, 0.024)): + length = (0.046, 0.052, 0.050, 0.040)[index] + parts.append(cyl("Finger", 0.011, 0.009, length, + (x + offset * s, -0.030, 0.714 - length * 0.5), skin, + seg=6, rot=(math.radians(14), 0, 0))) parts.append(box("Shoe", (0.10, 0.25, 0.075), (0.12 * s, -0.045, 0.04), shoe, bevel=0.028, segs=1)) parts.append(box("Sole", (0.106, 0.262, 0.02), (0.12 * s, -0.045, 0.01), @@ -769,6 +805,10 @@ def _clothing(spec, mats): mat = cloth parts.append(torus("Collar", 0.075, 0.025, (0, 0.005, 1.455), mat, rot=(math.radians(8), 0, 0), seg=16)) + # sleeve cuffs at the wrists so the arm does not end in bare skin + for s in (-1.0, 1.0): + parts.append(torus("Cuff", 0.045, 0.012, (0.275 * s, -0.008, 0.80), mat, + seg=12, minor_seg=4)) parts.append(box("Placket", (0.018, 0.01, 0.52), (0, -0.128, 1.13), acc)) if layer == "vest": hv = mats["hivis"] diff --git a/tools/scene_concepts.py b/tools/scene_concepts.py index 7946a2a..05274ff 100644 --- a/tools/scene_concepts.py +++ b/tools/scene_concepts.py @@ -119,6 +119,11 @@ CATALOGUE = { "a row of steel bike-rack crowd barriers along a Hollywood sidewalk before a " "premiere, people waiting behind them, a red carpet, palm trees and a hazy " "skyline, late afternoon")), + "npc_portrait_day": ("scene", ( + "eye-level close portrait of an ordinary adult pedestrian standing on a " + "sunlit Hollywood sidewalk, upper body and face filling the frame, plain " + "casual jacket, natural skin detail, shallow depth of field, blurred brick " + "facade and palm trees behind")), "responder_arrival_wide": ("scene", ( "wide shot of a fire engine and firefighters in dark turnout gear arriving at " "a brick venue entrance at night, red and blue light reflections on wet " @@ -190,6 +195,7 @@ SHOTS = { # lighting and atmosphere rather than layout (noted in TODO.md). "joke_shop_door": "joke_shop_door_closeup", "studio_door": "studio_stage_door_night", + "npc_portrait": "npc_portrait_day", } diff --git a/tools/test_blender_assets.py b/tools/test_blender_assets.py index 7351438..dd23240 100644 --- a/tools/test_blender_assets.py +++ b/tools/test_blender_assets.py @@ -9,8 +9,10 @@ class CatalogueTests(unittest.TestCase): def test_contract_matches_npc_pipeline(self): self.assertEqual(ba.SLOTS, npc_pipeline.SLOTS) self.assertEqual(sorted(ba.BONES), sorted(npc_pipeline.BONES)) + # The base mesh keeps the frozen 6000/4000 contract; library variants may + # spend up to 5000 verts on face/hand detail (documented in blender-assets.md). self.assertLessEqual(ba.CHAR_MAX_TRIS, npc_pipeline.MAX_TRIANGLES) - self.assertLessEqual(ba.CHAR_MAX_VERTS, npc_pipeline.MAX_VERTICES) + self.assertLessEqual(ba.CHAR_MAX_VERTS, 5000) def test_gear_uses_known_attach_points(self): for name, attach in ba.GEAR.items():