PROCITY/docs/shots
m3ultra c52246444d Lane E round 5 (E1): bake 6 hero props to <=8k tris (288k->48k), live on depot
pipeline/bake_lowpoly.py — Blender headless: voxel-remesh -> decimate -> Cycles
base-colour bake onto fresh UVs (R3 lesson: simplify-only floors on TRELLIS
shell-soup; the re-bake is the point). drinks_fridge/milkshake_mixer/arcade_cabinet/
listening_booth/novelty_record/counter_till all 25-77k -> <=8k, ~0.9M each. Every
prop eyeballed (docs/shots/laneE/props_baked.png) + verified loading in vendored
GLTFLoader; footprints unchanged (no C re-map needed). Re-published; validate --depot
0 err. Originals gitignored in pipeline/.props_orig/. Unblocks C's interior re-measure
+ F's v1.1 tag.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:56:07 +10:00
..
before Lane F: integration — interiors + keepers + street peds + QA harness 2026-07-14 14:29:03 +10:00
laneA Lane A (CityGen): deterministic town generator, registry, names, 2D map, self-check 2026-07-14 12:06:41 +10:00
laneB Lane B (Streetscape): chunk-streamed walkable town shell 2026-07-14 14:28:47 +10:00
laneB_r4 Lane B round-4: closed facades (§3.5) + shot poses/letterbox + furniture GLB + novelty_record 2026-07-14 19:59:27 +10:00
laneC Lane C R5 C1: v1.1 re-map — record_crate (fixed) + counter_till 2026-07-14 20:56:00 +10:00
laneD Lane D round-4: in-shell verify (D1) + decimated-ped validation (D2) + impostor tone-map fix (D3) 2026-07-14 18:56:28 +10:00
laneE Lane E round 5 (E1): bake 6 hero props to <=8k tris (288k->48k), live on depot 2026-07-14 20:56:07 +10:00
references Lane F: integration — interiors + keepers + street peds + QA harness 2026-07-14 14:29:03 +10:00
v1_tour Lane F R4 finalize: gate table all-6-green + v1 tour shots + interior-shot fix 2026-07-14 20:22:23 +10:00
contact.html Lane F R3: hours/closed-shops + manifest/rig-fleet/?noassets + --depot + QA harness fixes 2026-07-14 17:19:11 +10:00
README.md Lane F: integration — interiors + keepers + street peds + QA harness 2026-07-14 14:29:03 +10:00

docs/shots — visual regression + devlog reference tree

Owned by Lane F (each lane also drops its own acceptance screenshots here).

docs/shots/
  laneA/   … A: 5 seeds rendered in map.html (spine, arcade, market, milkbars)
  laneB/   … B: 3 fixed street cameras (P-key shot harness)
  laneC/   … C: 9 types × 5 archetypes interior grid
  laneD/   … D: near / mid tiers + busy main street
  laneE/   … E: skin contact sheets (new skins vs originals)
  v1_tour/ … F: the 10 beauty shots (see tools/shots.py TOUR) — the devlog set
  before/  … F: last known-good capture, for side-by-side regression
  references/ … real-world reference photos named per shot (street_noon.jpg, arcade.png, …)
  contact.html … generated by tools/shots.py — this-run | before | reference

Capture (Lane F, once Lane B's shell + window.DBG hook land)

cd web && python3 -m http.server 8130            # terminal 1
python3 -m venv tools/.venv                        # once
tools/.venv/bin/pip install playwright
tools/.venv/bin/python -m playwright install chromium
tools/.venv/bin/python tools/shots.py v1_tour --seed 20261990   # terminal 2
open docs/shots/contact.html

Before a risky change, snapshot the good state into before/ (tools/.venv/bin/python tools/shots.py before), then re-run and eyeball contact.html.

The v1 tour list (LANE_F_INTEGRATION §Shots): main-street noon, arcade, market square, milkbar dusk, night neon, warehouse fringe, residential collar, record interior, opshop interior, busy crossroads. Adjust TOUR in tools/shots.py as the town evolves.