Adopt the realism pass and refresh screenshots/docs
- 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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@@ -64,6 +64,10 @@ render about 2.5 min.
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- Blender is Z-up. The glTF exporter converts to Godot Y-up.
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- **Front = Blender −Y = Godot +Z**, the face direction that
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`NpcAvatar.yaw_towards()` assumes.
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- **Foliage** (`street_tree`, `planter_box`, `round_planter`) is a cluster of many small
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flat-shaded clumps plus outer clumps that break the silhouette, not one smooth blob. That is
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how the realism pass made the street greenery read as leaves; the three assets carry fresh AO
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maps (`street_tree` is 2,592 triangles).
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- Grounded assets have their origin on the floor (`min y ≈ 0`). The two
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exceptions are `wall_lantern` (origin on the wall plate, at mount height) and
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`marquee` (origin at the wall where the canopy meets it, at canopy height).
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