Ignore docs/screens/realism/ entirely and remove its reports/captures from the index while leaving the generated folders on disk. Update the asset-tooling and concept notes to treat realism runs as local QA artifacts. Link scan clean.
41 lines
3.1 KiB
Markdown
41 lines
3.1 KiB
Markdown
# Scene concepts: the realistic target look
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These are AI-generated example frames (`python3 tools/scene_concepts.py generate --group scene`,
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`openai/gpt-5-image-mini`, 1280×720) for the realism pass. They are art direction, not
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assets. `tools/scene_concepts.py realism` pairs them with the in-game shots from
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`src/test/capture_realism.gd` (see `SHOTS` in the tool). New generations never overwrite a
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file here; they are saved as `<name>-vN.png`.
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| Concept | Visual targets it sets |
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| --- | --- |
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| `hollywood_entrance_morning` | warm low sun, long soft shadows, brick with visible mortar and wear, stone plinth, potted topiary, haze that fades the far street to beige |
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| `hollywood_entrance_golden_hour` | strong back light and rim light on people, marquee bulbs reading even in daylight |
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| `hollywood_entrance_rain_night` | dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog |
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| `boulevard_skyline_day` | deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt |
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| `boulevard_skyline_dusk` | purple/orange gradient sky, neon signs, lit windows, car light trails |
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| `joke_shop_alley_evening` | narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets |
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| `joke_shop_door_closeup` | close material detail: brick, mortar, aged wood door, brass |
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| `studio_stage_door_night` | granite facade, a bright bulb canopy as the main light, a glossy black car, stanchions and a barrier |
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| `sidewalk_material_closeup` | paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light |
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| `entrance_steps_podium` | granite steps, handrails, glass doors, the check-in podium |
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| `crowd_barrier_line` | steel barriers, a red carpet, a crowd with depth-of-field haze |
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| `responder_arrival_wide` | fire engine, turnout gear, red/blue light spill on wet pavement |
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| `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 |
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The `npc_portrait` capture in `capture_realism.gd` is staged, not posed by the
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crowd: it freezes one NPC on an open patch of sidewalk, parks the rest of the
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crowd out of frame, turns the subject into the camera and stands the guard on the
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sunlit side. It is the only shot where a face fills the frame, so it is the one to
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eyeball after an avatar change (generate a local run under `docs/screens/realism/`).
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Cross-cutting targets, for comparison with locally generated realism runs:
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- **Exposure.** The concepts keep the ground mid-grey. The game's sidewalk is close to white,
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so it is overexposed.
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- **Night means dark.** The night/dusk concepts are lit by practical lights. The game's
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"Evening" phase is a bright pink-orange frame.
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- **Depth.** The concepts show a layered skyline fading into haze. The new v2 skyline strips
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supply this; the old box skyline did not.
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- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the
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trees and shrubs are organic. The game uses flat walls and blob trees.
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