Detail the NPC avatars and finish the realism follow-ups
Full build / Import + headless tests (push) Successful in 38s
Full build / Full desktop build + optional release (push) Skipped

Blender library
- Rebuild the face: sclera, iris and upper lid per eye, brow ridge, cheekbones,
  nose bridge and tip, ears with lobes, split upper/lower lips.
- Give each hand four fingers plus a thumb and end every sleeve in a cuff ring.
- Raise CHAR_MAX_VERTS 4000 -> 5000 (16 avatars still cost ~6.9 ms of a 50 ms
  frame), decimate the body to 26 %; characters are now 3,974-5,026 tris and
  3,744-4,807 verts. Rebuild all 8 variants and re-bake their AO maps.

Capture tooling
- Add a `portrait` stage to capture_realism.gd: freeze one NPC, park the crowd
  out of frame, stand the subject on open sidewalk, turn it into the camera and
  put the guard on the sunlit side. New --portrait-type=N picks the role.
- Add the npc_portrait_day concept and map the shot to it, so avatar detail is
  scored against a portrait instead of a wide street frame.

Flashlight
- Drop the fake additive beam (Materials.light_beam + the cone mesh): on GL
  Compatibility a first-person camera inside the cone renders it as a filled
  disc with a bright far ring. Keep the tight spot (14 deg, 20 m, energy 4.2)
  and its headless test; the visible shaft is now planned behind a Forward+
  preset.

Docs and task tracking
- Move the finished realism follow-ups (ground exposure, flashlight, NPC detail,
  judge re-check) to DONE.md and expand TODO.md with step-by-step plans for NPC
  gear fit, venue geometry plus the committed gallery, and the Forward+ preset.
- Record the decisions, gotchas and portrait recipe in MEMORY.md; update the
  Blender contract, the concept README and the capture section of README.md.
- Refresh the gallery captures affected by the avatar rebuild.

Checks: headless 228/228, Python 86/86, blender_assets audit exit 0,
scene_concepts audit all GOOD, screen_designs compare 11 good / 0 bad,
smoke_npc_budget OK, boot clean (only the known headless mesh warning).
This commit is contained in:
zwitschi committed 2026-11-01 17:46:25 +01:00
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@@ -331,12 +331,16 @@ python3 tools/scene_concepts.py realism --run docs/screens/realism/<run> --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)