Commit Graph

2 Commits

Author SHA1 Message Date
m3ultra
a569f08b14 Lane E R39 (1/n): THE MAGPIE, SETTLED ON A PICTURE — B's own birdGeometry() dumped vertex-for-vertex (182 tris, not 154), rendered against E's tinted GLB at 64/48/32 px, still and under motion blur
- pipeline/dump_bird.mjs: imports web/js/world/magpie.js UNMODIFIED (bare 'three' resolved to the
  repo's vendored build through a node resolve hook) and dumps birdGeometry() — so the A/B is
  against Lane B's actual bird, not a port. MEASURED 182 tris / 216 verts. --sim walks a player
  past a territory on magpie.js's own clock: drawn 54.1% of frames, and OF THOSE perched 80.5% /
  swooping 7.7% / returning 11.8%.
- pipeline/bird_to_glb.py: wraps the dump as a GLB in E's frame (head +Z, +Y up) so the identical
  render_views.py rig shoots both; --fold applies the perch pose (x x 0.42). glb_stat re-measures 182.
- pipeline/render_views.py --noemit: strips emission from BOTH candidates. normalize.py's
  emissiveFactor 0.28 is albedo-MODULATED; a vertex-coloured mesh cannot express that in glTF and
  Blender writes a flat 0.28 that lifts a black bird to grey. Off both sides or the picture lies.
- pipeline/view_sheet.py --ab: the strip as a GRID (one line per candidate, stacked) plus two
  linear motion-blur blocks at 25% and 100% of the bird's width, and a wrapped notes footer.
- docs/shots/laneE/r39_magpie_ab.png — the sheet Fable rules on.

Recommendation in LANE_E_NOTES; picture first.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 20:35:00 +10:00
m3ultra
74d6257940 Lane E R38 s2: the three GLBs PUBLISHED + sha1-verified off the public depot; the magpie is a magpie
A. DEPOT — closed, under John's R22 standing Lane-E authorization (the authority that
   shipped sit.glb in R28 and the nine R36 sweep assets). Pushed via the passwordless
   tailnet ingress: _published.json 53 -> 56, drift check clean. Then verified the way
   this lane verifies — FETCHED BACK OFF THE PUBLIC DEPOT and hashed, not "the upload
   said 200": magpie/paling_fence/water_tank all HTTP 200, byte counts exact, sha1
   identical to local, 3/3. _r38_results.PENDING_PUBLISH.json renamed, build_manifest
   re-run (GLBs 33 -> 36), validate_manifest 0 errors / 0 warnings.

B. THE MAGPIE TINT — done, not offered. The bird shipped as an all-black crow (R38 4d
   traced the loss to trellis2_mlx's PBR bake). "Hand-tint the atlas" is not a paint job:
   the bake is a smart-UV unwrap of ~100 islands and none of them announces itself as a
   nape. So pipeline/tint_atlas.py defines the tint in the MESH's frame and projects it
   through the UVs — rasterize every UV triangle to texel->(position,normal), evaluate
   soft anatomical windows on the positions (white nape behind a black crown, shoulder
   bar on the flanks only so the dorsal midline stays black, rump + tail base stopping
   short of the black terminal band), paint keeping the bake's own luminance as shading,
   then dilate 5 texels into the UV padding so no black fringe survives bilinear/mip.
   3-D masks give one consistent soft edge across every island at once; a 2-D blur could
   not (it would bleed island-to-island through the black background).
   GEOMETRY UNTOUCHED byte for byte: still 894 tris / 1 mtl / 1 img / 512^2 WebP / no
   Draco / 0.155x0.358x0.404 m. Painted luma median 0.84 (p90 0.95) vs the bake's 0.13.
   VERIFIED IN THE GAME'S OWN RENDERER: the PUBLISHED file loaded off digalot.fyi through
   the vendored GLTFLoader + three.js — 1 mesh, 894 tris, 512x512 texture decoded (which
   also proves the PIL-written WebP decodes in a browser).
   VERDICT: it reads. Pied and unmistakable at 64 and 48 px, still black-and-white at 32.
   Honest caveat: from directly below-and-in-front it stays dark — correct, a real
   magpie's bib and belly ARE black. Render: docs/shots/laneE/r38_magpie_tint.png.
   Standing after B's 4514cb9: an UPGRADE PATH, not a dependency — B's 182-tri procedural
   bird is 4.9x lighter and the right call. Nothing probes for the GLB and nothing should.

C. CORRECTIONS FOLDED INTO THE RECORD so the next asset round does not re-learn them:
   skins are 9.7 s not 5.7 s (1024^2, 1.78x the pixels, per-pixel identical) - the reuse
   list's "one line each" holds for 5 of 9 (extractGLB keeps only the FIRST material) -
   normalize.py's collapse decimator floors at the shell count on TRELLIS output while
   bake_lowpoly.py clears it every time - the 489 s outlier at 3.8x median means
   throughput plans on a tail, not a mean - furniture.js:30's stale comment is fixed by B.
   NEW, and the one worth keeping: an asset's tri budget is tris x THE INSTANCE COUNT THE
   PLACEMENT RULE IMPLIES. paling_fence is a good 1,121-tri panel and a rejected asset —
   905 instances = 1.01M tris, ~47x over. Ask the consuming lane for the instance count
   BEFORE generating anything that tiles, edges or repeats per-lot.

New tools, all on-device and $0: tint_atlas.py, render_views.py (view sheet + --eevee +
roster-consistent --thumb), view_sheet.py (the distance strip no 256px thumbnail can make).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 19:02:06 +10:00