Adopt the realism pass and refresh screenshots/docs
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- add the v2 runtime picks: per-phase skyline panoramas, brick, sidewalk
  pavers, dry/wet asphalt, awning canvas, and their normal maps
- add the realism tooling and evidence: tools/scene_concepts.py, capture_realism.gd,
  concept frames, reports/sheets, and tests
- retune phase lighting/fog/exposure, add sun yaw, brighten the night glow,
  add the flashlight beam mesh, and rebuild the planter/tree assets
- regenerate all eleven staged screenshots from the current build; compare is
  11 good / 0 bad
- finish the visual-alignment closeout in DONE/TODO, update architecture,
  blender-assets, PLAN, and ignore rules (editable Blender sources untracked)
- keep the judge retry and document the verified default judge model

Verification: headless 227/227; Python tooling 86/86; check_screenshots 11/11.
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@@ -420,6 +420,42 @@ frame budget measured by `smoke_npc_budget.gd`. See
[`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) and
[ADR-0013](docs/adr/0013-blender-authored-npc-characters.md).
### Realism pass
The target look is the realistic 3D-game frames in `docs/screens/designs/` and the larger
example set in `docs/screens/concepts/`: hazy, layered city depth, believable materials, and
warm practical lights at night. Readability still comes first. Silhouettes, the focus ring and
the HUD must stay clear, and the GL Compatibility renderer stays.
- **Backgrounds.** The flat, black-box skyline strip is retired in favour of AI-generated
panoramic skylines (Hollywood mid-rises, palms, hills) for day, dusk and night. Each one is a
transparent-sky 4:1 strip that tiles horizontally on the existing backdrop ring, and the night
variant has lit windows.
- **Textures.** Higher-detail seamless 1024² tiles with derived normal maps for brick, granite,
sidewalk pavers, asphalt (dry and wet), steps, awning canvas and stucco, at the current UV
scales.
- **Process.** `tools/scene_concepts.py` generates (never overwriting existing images),
processes, audits and judges. `src/test/capture_realism.gd` captures the same camera shots
with the current and the candidate assets, swapped at runtime, so a candidate is compared
before any game code changes. Candidates are adopted only when the realism report (Pillow
detail metrics + vision-model realism scores) improves and `screen_designs.py judge` shows no
new `diff`.
- **Storage.** Raw AI output: `assets/textures/ai/v2/raw/` (local, gitignored). Game-ready
candidates: `assets/textures/ai/game_ready/v2/`. Scene references: `docs/screens/concepts/`.
Trial captures and reports: `docs/screens/realism/<run>/`.
- **First result (2026-11-01).** Swapping in the v2 skyline and tiles raised the judge's mean
backdrop score from 2.6 to 4.0 and texture detail from 1.2 to ~1.7. Overall realism stayed at
~2/10; the limits were lighting and exposure, flat facades and blob foliage, not textures.
- **Adopted (2026-11-01).** The v2 picks are now the runtime skyline and surface set, the phase
lighting was retuned (exposure, darker dusk/late, practical lights, wet asphalt at night), the
backdrop is a fog-free 90 m panorama ring per phase, the facade gained plinth/string
courses/cornice/pilasters/glazing bars, and the library trees and shrubs are denser. Judge
scores on the like-for-like shots rose on every sub-score (overall 0.8 → 1.0, backdrop
0.6 → 1.6) with the metric gap down 0.444 → 0.348
(`docs/screens/realism/2026-11-01-adopt/`). The remaining gap to the concepts is the low-poly
character and prop fidelity, a visible flashlight beam at night, and the entrance still being
~20 % brighter than the concept (`TODO.md` → Realism follow-ups).
The scenario should test the player’s ability to distinguish ordinary Hollywood Boulevard activity from a genuine security problem. The best solution is usually a simple gesture, clear direction, or credential check rather than immediate escalation.
Future venues can reuse this structure while changing the rules, equipment, staff roles, and types of access decisions.