Refine NPC fabric UVs and remove baked AO blotches
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zwitschi committed 2026-11-02 20:28:25 +01:00
1 parent 31574b8d82
commit d7220c1a0a
12 files changed
+64 -13

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+6
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@@ -13,6 +13,10 @@ extends RefCounted
## asphalt replaced the flat first-generation tiles. Normal maps carry the mortar,
## paver joints and aggregate that Compatibility cannot get from screen space.
const PICK_DIR := "res://assets/textures/ai/game_ready/v2/picks/"
## The 256² fabric maps are authored for a fine weave; repeating them 4×
## across the body keeps the pattern readable instead of magnifying one cell
## into a large blotch.
const NPC_FABRIC_UV_SCALE := Vector3(4.0, 4.0, 1.0)
const T_BRICK := preload(PICK_DIR + "brick_facade.png")
const T_CONCRETE := preload(PICK_DIR + "sidewalk_pavers.png")
const T_ASPHALT := preload(PICK_DIR + "asphalt.png")
@@ -49,6 +53,8 @@ static func npc_slot(source: Material, tint: Color) -> StandardMaterial3D:
if material == null:
material = StandardMaterial3D.new()
material.albedo_color = tint
if material.resource_name in ["cloth", "pants"]:
material.uv1_scale = NPC_FABRIC_UV_SCALE
return material
## Wire a baked AO map (red channel) into every surface of an imported mesh.
+4 -1
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@@ -483,7 +483,10 @@ func _apply_outfit_materials(npc_type: int, outfit: Dictionary, cloth: Color,
if not tints.has(slot):
continue
var material := Materials.npc_slot(source, tints[slot])
if ao != null:
# The per-character baked AO is applied to skin, hair and fixed gear.
# On the 256² fabric maps it magnified into large patches at portrait
# distance, so cloth/pants keep their ORM weave and rely on lighting.
if ao != null and slot not in ["cloth", "pants"]:
material.ao_enabled = true
material.ao_texture = ao
material.ao_texture_channel = BaseMaterial3D.TEXTURE_CHANNEL_RED
+28
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@@ -3,6 +3,7 @@ extends RefCounted
## styles, queue slots, LOD tiers/labels, and the articulated rig structure.
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
const Materials := preload("res://src/game/materials.gd")
const NpcProfile := preload("res://src/core/npc_profile.gd")
const Rules := preload("res://src/core/rules.gd")
@@ -333,6 +334,33 @@ func test_skinned_outfit_tints_the_material_slots() -> bool:
avatar.free()
return a and b and c and d
func test_fabric_uv_scale_avoids_the_baked_ao_pattern() -> bool:
var avatar := _avatar(Rules.NpcType.TOURIST, 44)
var mi := avatar.find_child("npc_base", true, false) as MeshInstance3D
var fabric := 0
var skin_ao := false
var problems: Array[String] = []
for index in mi.mesh.get_surface_count():
var source := mi.mesh.surface_get_material(index)
var material := mi.get_surface_override_material(index) as StandardMaterial3D
if source == null or material == null:
continue
var slot := str(source.resource_name)
if slot in ["cloth", "pants"]:
fabric += 1
if not material.uv1_scale.is_equal_approx(
Materials.NPC_FABRIC_UV_SCALE):
problems.append("%s uv=%s" % [slot, str(material.uv1_scale)])
if material.ao_enabled:
problems.append("%s still uses baked AO" % slot)
elif slot == "skin" and material.ao_enabled:
skin_ao = true
var a := TestUtils.check(fabric > 0 and problems.is_empty(),
"cloth/pants use the fine-UV scale and skip baked AO (%s)" % str(problems))
var b := TestUtils.check(skin_ao, "skin keeps its baked AO")
avatar.free()
return a and b
func test_forced_fallback_still_builds_the_procedural_rig() -> bool:
var profile := NpcProfile.new()
profile.id = "fallback_test"