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v006-buddh
...
v007-prese
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10
AGENTS.md
10
AGENTS.md
@@ -2,7 +2,7 @@
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Read README.md, docs/PROJECT-CONTEXT.md, docs/REQUEST-HISTORY.md and the latest decision record before editing.
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- Current model: blender/samford-solarpunk-buddha-garden-tour.blend, version 006.
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- Current model: blender/samford-solarpunk-presentation-tour.blend, version 007.
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- The table-tennis deck was explicitly removed. Do not restore it from older scenes.
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- Future child/dwelling pavilions remain ghost outlines. The one built small pavilion is a meditation room.
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- Preserve the detailed kitchen, reading library, bedroom sleep setup, sauna, shower, solar, tanks, Starlink, homelab, Tesla garage, training and food-growing features.
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@@ -17,4 +17,10 @@ Read README.md, docs/PROJECT-CONTEXT.md, docs/REQUEST-HISTORY.md and the latest
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- Current water storage is a container-style enclosure with two sealed internal tanks. Do not restore the old exposed cylinders from earlier scene files.
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- Preserve the garden Buddha north of the meditation room and its chapter 31 tour stop. Latest scene is version 006.
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- Preserve the garden Buddha north of the meditation room and its chapter 31 tour stop. Latest scene is version 007.
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- v007 has a separate client cinematic and an actual whole-site Unreal walking project at unreal/SamfordHomestead. Do not describe Unreal as meditation-only anymore. Read walkthroughs/CLIENT-PRESENTATION-V007.md.
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- Never attach evaluated temporary Blender material IDs to persistent meshes: resolve materials through bpy.data.materials by name. Invalid evaluated references caused a save-time crash during this revision and were fixed.
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- Test Unreal collision in a fully initialized play world; editor startup traces can run before physics is ready. Set complex-as-simple collision, refresh the mesh section and save.
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- Bedroom bed is to be built into the wall, rigid and quiet, not a free-standing frame. Recorded in decisions/2026-09-11-bed-wall-integrated.md and still to be modelled.
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11
README.md
11
README.md
@@ -12,10 +12,11 @@ Clone using `git clone ssh://git@git.rehbock.xyz:2222/marcus/samford-valley-home
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## Open the current work
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- **Blender 5.2.1:** `blender/samford-solarpunk-buddha-garden-tour.blend`. Includes the entire homestead, reading chair and 163 books. Its camera tour has 31 chapters and lasts 2 minutes 35 seconds. Hover over the 3D view and press Space to play; Shift + Left Arrow returns to the start. It opens at the garden Buddha chapter. Earlier bedroom and reading-tour files remain as previous versions.
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- **Unreal Engine 5.8.2:** `unreal/SamfordMeditation/SamfordMeditation.uproject`. The saved meditation room includes 152 meshes, 14 materials, lighting and a camera. The Unreal work currently covers this room only; an interactive whole-home walkthrough is future work.
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- **Blender 5.2.1:** `blender/samford-solarpunk-presentation-tour.blend`. Includes the entire homestead, reading chair and 163 books. Its camera tour has 31 chapters and lasts 2 minutes 35 seconds. Hover over the 3D view and press Space to play; Shift + Left Arrow returns to the start. It opens at the whole-site overview. Earlier bedroom and reading-tour files remain as previous versions.
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- **Walkable Unreal Engine 5.8.2:** `unreal/SamfordHomestead/SamfordHomestead.uproject`. Whole-site editor-play prototype, 229 mesh groups and 117 materials. Play, click the viewport, then WASD and mouse; Escape stops. Fresh-launch play testing verified floor collision and movement from the verandah into the house. The earlier meditation-only study is preserved separately.
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- **Client video:** `walkthroughs/video/Samford-Valley-Concept-Film-v007.mp4`, a 30-second captioned H.264 concept film. Read `walkthroughs/CLIENT-PRESENTATION-V007.md` for usage and the source-render/interpolation details.
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- **Images:** `renders/` contains the latest compound, detailed kitchen, training terrace and outdoor dining, plus earlier bedroom, reading corner, garage and actual Unreal room studies.
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- **Concept layout:** `plans/concept/buddha-garden-plan.svg`. Current version 006 includes the container water-storage module and replaces the table-tennis deck with flowers, aligns the pavilions and adds curved paths and a central garden court.
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- **Concept layout:** `plans/concept/buddha-garden-plan.svg`. Current version 007 includes the container water-storage module and replaces the table-tennis deck with flowers, aligns the pavilions and adds curved paths and a central garden court.
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- **Animation instructions:** `walkthroughs/UNREAL-CAMERA-ANIMATION.md`.
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## Working in Blender
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@@ -82,3 +83,7 @@ Marcus asked to make the water tanks a shipping container. Replaced the exposed
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## Garden Buddha — version 006, 10 September 2026
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Added a seated weathered-limestone Buddha on a low stone plinth north of the meditation pavilion, facing east into the shared garden court. The statue has a draped robe, folded hands, lowered eyes, elongated earlobes and a carved topknot. Position (-12.4, 15.35), clear of both the room and curved walking route. Added a lightweight viewport proxy and chapter 31 to the Play tour (2 min 35 sec total). The scene opens on the statue. Existing house, container water module, future shadows and landscaping remain intact.
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## Presentation and whole-site walkthrough — 12 September 2026, v007
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Refined natural materials, softened 420 construction/furniture edges, added woven kitchen pendants, table settings, living textiles, fuller planted borders and path aggregate. Preserved the layout and all 31 inspection chapters. Created a separate eight-shot cinematic and 30-second client concept film. Converted the whole site to an actual Unreal level with walking, collision, lighting and cameras; fresh-launch play testing passed. It remains an editable prototype rather than a packaged client app or final photorealistic campaign asset.
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26
blender/blender-enhancement-checks.json
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blender/blender-enhancement-checks.json
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{
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"version": 7,
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"beveled_objects": 420,
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"materials_refined": [
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"Bamboo lining - golden fibres",
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"Eight Sleep charcoal cover textile",
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"Honed natural marble - ivory and warm grey veins",
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"Meditation cushion charcoal linen",
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"Naturally silvered hardwood - horizontal X",
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"Naturally silvered hardwood - horizontal Y",
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"Oiled spotted gum posts - vertical grain",
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"Reading chair moss linen",
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"Reading lamp undyed linen shade",
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"Sauna thermally modified timber staves",
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"Soft warm clay plaster - natural mineral texture",
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"Split sandstone facing - mineral grain",
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"Undyed flax linen",
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"Unpainted hardwood - long X grain",
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"Unpainted hardwood - long Y grain",
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"Warm oxide polished concrete - fine aggregate"
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],
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"new_detail_objects": 171,
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"new_leaf_faces": 22232,
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"tour_chapters": 31,
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"tap_connection_corrected": true
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}
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53
blender/blender-verification.json
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blender/blender-verification.json
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{
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"required_features": {
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"ISLAND - honed marble countertop": true,
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"FAST | Garden Buddha statue": true,
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"CONTAINER WATER - steel base frame": true,
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"Living woven jute rug": true,
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"Fuller garden borders - curved lanceolate leaves": true,
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"FAST | Crafted details and fuller gardens": true
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},
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"render": [
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"CYCLES",
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2560,
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1440,
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100
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],
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"ghosts": 26,
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"captions": [
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"01 / ONE CONNECTED GARDEN HOMESTEAD",
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"02 / LIVING PAVILION & VERANDA",
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"03 / KITCHEN & EXPOSED STRUCTURE",
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"04 / DINING & OPEN LIVING",
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"05 / ONE SERVER - LOCAL AI",
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"06 / SHORT CORRIDOR TO PRIVATE ROOMS",
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"07 / ADJACENT BEDROOM WING",
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"08 / ENCLOSED BEDROOM",
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"09 / BATHROOM - SEPARATE LOBBY DOOR",
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"10 / FINNISH SAUNA & OUTDOOR SHOWER",
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"11 / SAUNA BENCHES & STONE HEATER",
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"12 / OUTDOOR SHOWER",
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"13 / CONTAINER RAINWATER STORAGE",
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"14 / ROOFTOP SOLAR & STARLINK",
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"15 / SOLAR ARRAY & ENERGY STORAGE",
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"16 / FOOD GARDEN & GREENHOUSE",
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"17 / INSIDE THE GREENHOUSE",
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"18 / QUIET MEDITATION ROOM",
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"19 / CUSHION, CANDLES & STILLNESS",
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"20 / GRAVEL ROAD & GARAGE",
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"21 / TESLA, SOLAR CHARGING & WORKSHOP",
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"22 / BALANCED FUTURE PAVILIONS",
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"23 / RECTANGLES AND GARDEN CURVES",
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"24 / BOOKS & A QUIET READING CORNER",
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"25 / TRAINING & STRENGTH",
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"26 / OUTDOOR TABLE & MATCHA",
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"27 / FLOWERING GARDEN - ROOM TO BREATHE",
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"28 / FLOWING WALKS AND GARDEN COURT",
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"29 / EASY EVERYDAY FOOD",
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"30 / COPPER & MARBLE KITCHEN",
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"31 / QUIET GARDEN BUDDHA"
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],
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"no_ping_pong": true,
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"material_references_valid": true,
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"status": "PASS"
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}
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BIN
blender/samford-client-cinematic.blend
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blender/samford-client-cinematic.blend
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blender/samford-solarpunk-presentation-tour.blend
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blender/samford-solarpunk-presentation-tour.blend
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decisions/2026-09-11-bed-wall-integrated.md
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decisions/2026-09-11-bed-wall-integrated.md
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# Wall-integrated bed
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Marcus asked that the bedroom bed be built into the wall rather than stand as
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free furniture, so that it stays rigid and quiet in use instead of rocking,
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creeping across the floor or knocking against the lining.
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Requirement for the Blender bedroom and for eventual builder documentation:
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- Bed platform fixed to the bedroom wall framing, not a free-standing frame on legs.
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- Load carried into the wall structure and the floor, so the bed cannot slide or rack.
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- Head end hard against the wall, with no separate headboard able to knock the lining.
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- Detailed for quiet: isolate the mattress platform from the wall sheeting and avoid
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metal-on-metal fixings that develop a creak.
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- Keep under-bed and bedside access for the Eight Sleep hub cabling and for cleaning.
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- Retain the existing sleep setup: Eight Sleep Pod cover, ventilated bedside hub,
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indoor/outdoor air conditioning, lined blackout curtains, timber and linen finishes.
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Not yet modelled. The bedroom scene still shows a free-standing bed; fold this
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into the next bedroom revision along with the chapter 08 camera framing.
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Concept-stage note: the wall framing, fixings and load path for a cantilevered or
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wall-hung platform have not been engineered. A builder or engineer has to confirm
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the wall can take it before this is treated as buildable.
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@@ -0,0 +1,9 @@
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# Presentation and walkable homestead
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Improve the approved concept for communication without redesigning the buildings. New natural-finish detail, 420 softened edges, woven pendants, table settings, textiles and fuller planting. Keep editable full detail plus a lightweight display. Preserve the 31-chapter inspection tour and create a separate eight-shot camera edit.
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Deliver a 30-second silent H.264 concept film, with honest documentation of source frame size, interpolation and output size. Add the complete site to a new UE 5.8.2 project with grouped geometry, portable material maps, bundled ArchVisCharacter, and complex mesh collision. Test actual Play mode after asset/physics initialization. Do not conflate the earlier meditation-only study with the new whole-site prototype, or label the prototype a packaged application.
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Verification: saved Blender feature/caption/material checks; inspected Cycles stills and film contact sheet; MP4 codec/duration/dimensions checked; saved Unreal scene and actual captures inspected; eight floor traces and possessed-character walking passed on a fresh launch.
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Final review repaired the mixer upright hidden by the clay lining and replaced the obstructed bedroom film shot with a clear interior view. The final model and clip contain a visible connected copper riser. The Unreal map includes the matching small cylinder; apply Content/Python/fix_tap_connection.py after rebuilding from the base transfer FBX.
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@@ -2,9 +2,9 @@
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This is Marcus Rehbock's long-term personal homestead design project. The aim is to refine the design over several years, choose a real site, add survey and LiDAR information, coordinate construction plans, and eventually create a full Unreal Engine 5 walkthrough. The design is a working concept, not an approved or engineered building proposal.
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## Current state: version 006, 10 September 2026
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## Current state: version 007, 12 September 2026
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Open `blender/samford-solarpunk-buddha-garden-tour.blend` in Blender 5.2.1. This is the current model. It includes the detailed kitchen and bedroom upgrades, a garden-centred arrangement, 13 flowering beds, and a 31-chapter camera tour lasting 2 minutes 35 seconds at 24 fps. The former table-tennis platform and its equipment have been removed. Earlier dated scene files are historical versions.
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Open `blender/samford-solarpunk-presentation-tour.blend` in Blender 5.2.1. This is the current model. It includes the detailed kitchen and bedroom upgrades, a garden-centred arrangement, 13 flowering beds, and a 31-chapter camera tour lasting 2 minutes 35 seconds at 24 fps. The former table-tennis platform and its equipment have been removed. Earlier dated scene files are historical versions.
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The latest plan is `plans/concept/buddha-garden-plan.svg`. It is generated from the same `buddha-garden-layout.json` coordinates used by the Blender revision. The Buddha close-up is `renders/buddha-garden.png`. Other current images are `renders/container-water-overview.png`, `container-water.png` and `container-water-cutaway.png`. The preceding garden revision also has courtyard, planting, dining and training detail renders.
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@@ -64,9 +64,9 @@ Keep rooftop solar, a separate ground array (current conceptual footprint centre
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Blender has full editable geometry and Cycles materials. Saved render settings are 2560 × 1440 at 100%; web preview renders are made at 60% (1536 × 864). The user previously reported low playback FPS. `00 FAST TOUR - lightweight viewport` is a static simplified display; `DETAIL - full geometry for renders` is disabled only in the viewport. Cycles renders exclude FAST and use DETAIL automatically. For detailed editing, enable DETAIL and disable FAST. After moving or removing geometry, refresh the affected fast copies as well.
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The tour contains 31 five-second chapters. Space plays/pauses with the pointer over the 3D view; Shift+Left Arrow returns to frame 1. The current scene opens at chapter 31, the garden Buddha. Update camera positions and captions whenever a subject moves.
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The tour contains 31 five-second chapters. Space plays/pauses with the pointer over the 3D view; Shift+Left Arrow returns to frame 1. The current scene opens at the site overview; the Buddha remains chapter 31. Update camera positions and captions whenever a subject moves.
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The **actual Unreal work covers only the meditation room**. `unreal/SamfordMeditation/SamfordMeditation.uproject` is the UE 5.8.2 project, with room geometry, materials, light and camera. It is not a complete Unreal homestead. FBX/GLB exports and textures are retained. Camera animation instructions are in `walkthroughs/UNREAL-CAMERA-ANIMATION.md`. A complete interactive home/site walkthrough remains future work.
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The actual Unreal work now includes the **whole-site walkable prototype**, `unreal/SamfordHomestead/SamfordHomestead.uproject`, in UE 5.8.2: 229 imported mesh groups, 117 materials, 179 collision-enabled mesh groups, bundled architectural walking pawn, lighting and saved cameras. A fresh-launch play test passed eight floor traces and moved the possessed walking pawn about 3.45 metres from the verandah into the living entry. The earlier meditation study remains historical. This is editor Play mode, not a packaged standalone app. `walkthroughs/CLIENT-PRESENTATION-V007.md` records controls and limitations.
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## Storage and continuation
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@@ -83,3 +83,11 @@ Marcus requested that the water tanks become a shipping container. The visible m
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## Garden Buddha — version 006, 10 September 2026
|
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|
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Added a seated weathered-limestone Buddha on a low stone plinth north of the meditation pavilion, facing east into the shared garden court. The statue has a draped robe, folded hands, lowered eyes, elongated earlobes and a carved topknot. Position (-12.4, 15.35), clear of both the room and curved walking route. Added a lightweight viewport proxy and chapter 31 to the Play tour (2 min 35 sec total). The scene opens on the statue. Existing house, container water module, future shadows and landscaping remain intact.
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## Version 007 presentation work
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Marcus requested more overall Blender fidelity, a start on a walkable UE5 simulation, and a video suitable for showing the house concept to clients. Enhanced materials, softened edges, woven pendants, ceramics, living textiles, leaf geometry and path detail preserve the existing programme and coordinates. Current Blender stills are presentation-overview.png, presentation-kitchen.png and presentation-garden.png. The separate cinematic has eight three-second animated shots. The client MP4 adds opening/closing cards for 30 seconds total. It is 1080p/24 fps delivery from 1440×810 Cycles source frames at 6 fps, interpolated within each shot and upscaled. It has no audio. Describe it as a first concept presentation rather than final photorealistic marketing output.
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## Pending wall-integrated bed requirement
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A 11 September 2026 note requests that the bed be rigidly built into wall framing with a considered load path, quiet isolation and Eight Sleep access. This was recorded without a geometry edit in decisions/2026-09-11-bed-wall-integrated.md. The v007 presentation retains the current free-standing bed; incorporate the wall-integrated platform in the next bedroom design revision, with its fixings and load path still subject to engineering.
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@@ -48,3 +48,14 @@ Marcus asked: “Can you make my water tanks a shipping container?” Implemente
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## Version 006 request
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Marcus asked: “Ok nice, can you also put a statue of hte buddha somewhere and open in blender”. Added a seated weathered-limestone Buddha on a low stone plinth north of the meditation pavilion, facing east into the shared garden court. The statue has a draped robe, folded hands, lowered eyes, elongated earlobes and a carved topknot. Position (-12.4, 15.35), clear of both the room and curved walking route. Added a lightweight viewport proxy and chapter 31 to the Play tour (2 min 35 sec total). The scene opens on the statue. Existing house, container water module, future shadows and landscaping remain intact.
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## Version 007 request — 12 September 2026
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Marcus asked for more overall fidelity, a start on a walkable Unreal Engine 5 simulation, and a video to show prospective house-building clients. Implemented a new detailed Blender revision, short animated concept film, and an actual whole-site Unreal first-person prototype; all prior design constraints remain.
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## Bedroom bed note
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Marcus asked for a note on the Blender bedroom: the bed should be built into the
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wall rather than stand as free furniture, so it stays rigid and quiet in use.
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Recorded as a requirement in `decisions/2026-09-11-bed-wall-integrated.md`. Not
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yet modelled — the scene still shows a free-standing bed.
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@@ -1,11 +1,13 @@
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{
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"milestone": "2026-09-10-v006-buddha-garden",
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"milestone": "2026-09-12-v007-presentation-walkthrough",
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"files": {
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".gitattributes": "d4f9cc15aed223cff7a906452370117fc93992272828cb1efbdd94c61422ad19",
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".gitignore": "d38c3a1d58416906185c4c7695ea24f9401be3b610fcce0e624f41dff9fe1675",
|
||||
"AGENTS.md": "8dbbdcbbddb316d81e86d2a7ea65e35d8ab1283a79734d6ef747d96e04af1cac",
|
||||
"README.md": "977bd1623e2ebc4884c66a9a3b134c2621d6fc88ecaf94333f849adefa9456d1",
|
||||
"AGENTS.md": "f95132bb06e10888f7948f3277f669cad6353fba87b446a6fb731b6cc423e638",
|
||||
"README.md": "903a431234608261cb998f6bff42bfc566462253a5f165bf569e3ee12dc71edd",
|
||||
"blender/bedroom-sleep-checks.json": "4f28426b4c23e55c956a4c5bc94947706da63e35de455cfaedd8e90e330f1114",
|
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"blender/blender-enhancement-checks.json": "f66943121057ec2e3c2fd0b2bb5d9245721e063b56cfef060598081fce3554e0",
|
||||
"blender/blender-verification.json": "772764db02a6cec6225d01bf8e38c7680087e53f35614ed48212ea57cbec51dc",
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"blender/buddha-garden-layout.json": "c24aabd04146d6e30c6d855ca43dc668881e65df2e2aab4af5b15668337bfe50",
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"blender/buddha-garden-verification.json": "f030aa32bf883cd85d2c820846d78ad84e3ff0a6f8623878a6e0bda641712fcd",
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"blender/container-water-checks.json": "59f1a2c3cdf921de280cb8931e26511c6502fb3618b9bad10021619863c0ae37",
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@@ -18,11 +20,13 @@
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||||
"blender/garden-flow-layout.json": "096b0674740c3ec2b739549f03213fd455b2158a9adf021b57990db372befa0c",
|
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"blender/garden-flow-verification.json": "7f35c643afbc61152eb211a6c34a29b4edb98aefa261426ed0d5e99e9f296c70",
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"blender/reading-corner-checks.json": "e6cf3b9b895888b4c20c95a9612070064067100d881da7e26b4d5f69bf4db50a",
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"blender/samford-client-cinematic.blend": "5243d8e0266b80205f83592a17e39083c85657873861a0f202ecb958ae8bb17e",
|
||||
"blender/samford-solarpunk-bedroom-tour.blend": "5c967f65d9e3f680bcf9e1da3f2d3d82bd4ab313fe030c0b0a284c2aca5d58b7",
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@@ -341,7 +779,81 @@
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"unreal/unreal-walkthrough-verification.json": "3bc8f43f0face1434b0b67a3aa32547f39c73c950e64dabb5ec901ee41d11696",
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"walkthroughs/video/film-contact-sheet.jpg": "65189ecce7f17ecbf48ccb2a3b3d3a93770d18cd2272bc84cc33ba34e527a5be",
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|
||||
}
|
||||
}
|
||||
15
source/samford-v007-client-walkthrough/DESIGN-AND-PLAN.md
Normal file
15
source/samford-v007-client-walkthrough/DESIGN-AND-PLAN.md
Normal file
@@ -0,0 +1,15 @@
|
||||
# Samford presentation and first walkable homestead — v007
|
||||
|
||||
Goal: improve the existing approved Blender concept and provide an actual shareable video plus an editable first-person Unreal prototype of the whole site. Preserve all v006 layout decisions and historical files.
|
||||
|
||||
Design: natural material detail at human scale; finished edges, soft mineral surfaces, timber end grain and grain variation, fuller garden planting and visible lighting details. Retain the open presentation sides and future ghost pavilions. No new architectural programme or claim of surveyed/construction accuracy.
|
||||
|
||||
Implementation:
|
||||
- [x] Inspect the v006 saved scene and improve materials, architectural detail and planting in a new v007 file. Keep the 31-chapter inspection tour and FAST/DETAIL split.
|
||||
- [x] Render a small set of actual Cycles views, inspect them, and build a separate short cinematic with deliberate camera moves. Encode an H.264 MP4 for ordinary client playback.
|
||||
- [x] Export evaluated full-site meshes in logical groups, with transferable material maps. Import into a separate Unreal 5.8 project, preserve the existing meditation study.
|
||||
- [x] Configure the bundled ArchVisCharacter with WASD/mouse, real floor/terrain collision and furniture/wall obstacles. Save an opening level and presentation cameras.
|
||||
- [x] Test the saved Unreal level, floor traces and actual first-person movement; capture a real UE preview. Label the result a prototype rather than a packaged production simulation.
|
||||
- [ ] Save model, video, Unreal assets and usage/context documentation to the public server project; verify repository and published gallery.
|
||||
|
||||
Validation: saved-file object/material checks; unchanged building coordinates and preserved features; view actual rendered images and video contact sheet; inspect video dimensions/duration; verify Unreal assets, collision and pawn movement. The MP4 is a concept presentation, not engineering approval or an exact representation of a surveyed property.
|
||||
39
source/samford-v007-client-walkthrough/README.md
Normal file
39
source/samford-v007-client-walkthrough/README.md
Normal file
@@ -0,0 +1,39 @@
|
||||
# Samford Valley — presentation and walkable prototype, v007
|
||||
|
||||
This revision develops the approved Samford Valley concept for design conversations and client presentations. It preserves the modular layout, future shadow pavilions, natural material direction and all previous house features.
|
||||
|
||||
## Watch the film
|
||||
|
||||
`video/Samford-Valley-Concept-Film-v007.mp4` is the client presentation master. It contains real animated Blender camera views, introductory and closing cards, and short captions. H.264 MP4, 1920 × 1080, 24 fps, 30 seconds, no audio. It plays in QuickTime or a normal browser.
|
||||
|
||||
The film uses Cycles source frames rendered at 1440 × 810, six source frames per second, then optical-flow interpolation within each shot to 24 fps and upscale to 1080p. The editable cinematic retains the camera animation at 24 fps and 1920 × 1080 for a future full-frame, higher-sample render. This is a first concept film rather than final photorealistic marketing output.
|
||||
|
||||
## Walk in Unreal Engine
|
||||
|
||||
Open `SamfordHomestead/SamfordHomestead.uproject` in Unreal Engine 5.8.2 on this Mac. Allow the first shader load to finish. The homestead level opens automatically.
|
||||
|
||||
1. Press the green Play button, then click inside the viewport.
|
||||
2. Use W/A/S/D to walk and the mouse to look around.
|
||||
3. Escape stops play. Shift+F1 releases the mouse while playing.
|
||||
4. Start on the main verandah, walk into the kitchen/living room or down the front steps to the garden. The curved covered walkway leads to the meditation room.
|
||||
|
||||
The pawn uses Epic's bundled ArchVisCharacter plugin. It has a human-scale collision capsule and walking movement rather than free flight. The new project contains the entire site as grouped meshes with transferred material maps, collision, lights and presentation cameras. Python Editor Script, Editor Scripting Utilities, ArchVisCharacter, Sequencer Scripting and Movie Render Pipeline are bundled plugins enabled in the project; no external paid plugin is required.
|
||||
|
||||
This is an editable editor-play prototype, not a packaged application or browser-hosted simulation. Some large mesh groups and procedural material approximations will need finer optimization and art direction before production delivery. Open presentation faces are retained to match the Blender concept. Unbuilt pavilions have no collision. There are no interactive doors, product switches, VR controls or construction-stage simulation yet.
|
||||
|
||||
## Blender files
|
||||
|
||||
- `samford-solarpunk-presentation-tour.blend`: current enhanced whole-site scene, Cycles 2560 × 1440, all 31 inspection-tour chapters. FAST TOUR is the lightweight viewport; DETAIL contains the editable render geometry.
|
||||
- `samford-client-cinematic.blend`: separate 24-second, eight-shot camera edit with the detailed geometry and no inspection captions. The opening/closing cards and film labels are added during encoding.
|
||||
|
||||
Changes: finer natural-finish variation and roughness, 420 softened construction/furniture edges, original woven cane kitchen pendants, stoneware table settings, a woven living rug and loose cushions, visible track/bolt details, fuller curved-leaf planting, and mineral chips along garden paths. Building positions remain unchanged.
|
||||
|
||||
## Continue development
|
||||
|
||||
`source/` contains the Blender enhancement, export, render, encode and verification scripts. `transfer/` contains the full-site FBX, portable textures and a manifest. Unreal setup and validation scripts live under `SamfordHomestead/Content/Python/`. The previous meditation-only Unreal study remains a separate historical project.
|
||||
|
||||
Next useful work: choose a surveyed property; refine human-scale access and all room routes; replace illustrative vegetation and some material approximations with selected production assets; optimize mesh grouping, LODs and collision; add optional closed-façade mode and interactive doors; author an Unreal Sequencer film; render a final full-frame presentation; package and test a client application for their target computer. LiDAR import and construction coordination remain later stages.
|
||||
|
||||
The design has no supplied cadastral boundary, surveyed terrain or engineering documentation. Treat the video and walkable model as concept communication, not an approved or site-verified construction proposal.
|
||||
|
||||
Final presentation review also repaired the kitchen mixer riser, which had been hidden by the clay lining, and replaced the obstructed exterior bedroom film angle with an interior view. These adjustments are retained in the final Blender model/cinematic and in the Unreal map. The base FBX is supplemented by `fix_tap_connection.py` for the final copper riser.
|
||||
14
source/samford-v007-client-walkthrough/source/audit_scene.py
Normal file
14
source/samford-v007-client-walkthrough/source/audit_scene.py
Normal file
@@ -0,0 +1,14 @@
|
||||
import bpy,json,os
|
||||
from mathutils import Matrix
|
||||
s=bpy.context.scene
|
||||
r={'collections':{c.name:len(c.objects) for c in bpy.data.collections},'materials':[],'objects':[],'cameras':[]}
|
||||
for m in bpy.data.materials:
|
||||
p=next((n for n in m.node_tree.nodes if n.type=='BSDF_PRINCIPLED'),None) if m.node_tree else None
|
||||
r['materials'].append({'name':m.name,'color':list(m.diffuse_color),'roughness':p.inputs['Roughness'].default_value if p else None,'nodes':[n.type for n in m.node_tree.nodes] if m.node_tree else []})
|
||||
for o in s.objects:
|
||||
if o.type=='MESH' and not o.name.startswith('FAST'):
|
||||
r['objects'].append({'name':o.name,'loc':list(o.location),'dim':list(o.dimensions),'mats':[m.name if m else '' for m in o.data.materials],'polys':len(o.data.polygons),'collections':[c.name for c in o.users_collection]})
|
||||
for f in [1,121,241,361,481,601,721,841,961,1081,1201,1321,1441,1561,1681,1801,1921,2041,2161,2281,2401,2521,2641,2761,2881,3001,3121,3241,3361,3481,3601]:
|
||||
s.frame_set(f);c=s.camera;r['cameras'].append({'f':f,'pos':list(c.location),'rot':list(c.rotation_euler),'lens':c.data.lens})
|
||||
json.dump(r,open(os.path.dirname(__file__)+'/../scene-audit.json','w'),indent=2)
|
||||
print('AUDIT',len(r['objects']),len(r['materials']))
|
||||
24
source/samford-v007-client-walkthrough/source/encode_film.py
Normal file
24
source/samford-v007-client-walkthrough/source/encode_film.py
Normal file
@@ -0,0 +1,24 @@
|
||||
from pathlib import Path
|
||||
import subprocess,json
|
||||
from PIL import Image,ImageDraw,ImageFont
|
||||
O=Path(__file__).resolve().parents[1];V=O/'video';F=V/'frames6';parts=V/'parts';parts.mkdir(exist_ok=True)
|
||||
font='/System/Library/Fonts/Supplemental/Arial.ttf';bold='/System/Library/Fonts/Supplemental/Arial Bold.ttf'
|
||||
def run(a):subprocess.run(['ffmpeg','-hide_banner','-loglevel','error','-y',*a],check=True)
|
||||
labels=['A home held together by its garden','Open living and a shaded verandah','Natural materials / a shared kitchen','Gather around the outdoor table','A separate private sleeping wing','A quiet place for meditation','Growing food and living with the landscape','Leave space for the years ahead']
|
||||
for i,label in enumerate(labels):
|
||||
frames=list(F.glob('shot%02d_*.jpg'%(i+1)));assert len(frames)==18,(i,len(frames))
|
||||
cached=parts/('shot%02d.mp4'%(i+1))
|
||||
if cached.exists() and cached.stat().st_mtime>max(f.stat().st_mtime for f in frames):continue
|
||||
overlay=Image.new('RGBA',(1920,1080),(0,0,0,0));d=ImageDraw.Draw(overlay);d.rectangle((0,960,1920,1080),fill=(0,0,0,82));d.text((64,992),label,font=ImageFont.truetype(font,30),fill='white');labelpath=parts/('label%02d.png'%(i+1));overlay.save(labelpath)
|
||||
vf="[0:v]tpad=stop_mode=clone:stop_duration=0.5,minterpolate=fps=24:mi_mode=mci:mc_mode=aobmc:vsbmc=1,trim=duration=3,setpts=PTS-STARTPTS,scale=1920:1080:flags=lanczos[base];[base][1:v]overlay=0:0,format=yuv420p[v]"
|
||||
run(['-framerate','6','-i',str(F/('shot%02d_%%03d.jpg'%(i+1))),'-i',str(labelpath),'-filter_complex',vf,'-map','[v]','-t','3','-an','-c:v','libx264','-preset','medium','-crf','18','-r','24',str(parts/('shot%02d.mp4'%(i+1)))])
|
||||
for name,title,subtitle in [('opening','SAMFORD VALLEY','A home that grows with you'),('closing','Start simple. Leave room to grow.','DESIGN CONCEPT / SEPTEMBER 2026')]:
|
||||
img=F/('shot01_000.jpg' if name=='opening' else 'shot08_017.jpg')
|
||||
overlay=Image.new('RGBA',(1920,1080),(20,37,30,168));d=ImageDraw.Draw(overlay);d.text((960,445),title,font=ImageFont.truetype(bold,68 if name=='opening' else 54),fill='white',anchor='mt');d.text((960,550),subtitle,font=ImageFont.truetype(font,30),fill=(229,221,201),anchor='mt');labelpath=parts/(name+'.png');overlay.save(labelpath)
|
||||
vf="[0:v]scale=1920:1080[base];[base][1:v]overlay=0:0,fade=t=in:st=0:d=0.3,fade=t=out:st=2.7:d=0.3,format=yuv420p[v]"
|
||||
run(['-loop','1','-i',str(img),'-i',str(labelpath),'-t','3','-filter_complex',vf,'-map','[v]','-an','-c:v','libx264','-preset','medium','-crf','18','-r','24',str(parts/(name+'.mp4'))])
|
||||
order=['opening']+['shot%02d'%(i+1) for i in range(8)]+['closing'];lst=V/'concat.txt';lst.write_text('\n'.join("file '%s'"%(parts/(name+'.mp4')) for name in order))
|
||||
output=V/'Samford-Valley-Concept-Film-v007.mp4';run(['-f','concat','-safe','0','-i',str(lst),'-c','copy','-movflags','+faststart',str(output)])
|
||||
probe=json.loads(subprocess.check_output(['ffprobe','-v','error','-show_streams','-show_format','-of','json',str(output)]));stream=probe['streams'][0];assert stream['width']==1920 and stream['height']==1080 and 29.9<float(probe['format']['duration'])<30.1
|
||||
(V/'video-verification.json').write_text(json.dumps({'status':'PASS','output':output.name,'width':1920,'height':1080,'fps':stream['r_frame_rate'],'duration_seconds':probe['format']['duration'],'codec':stream['codec_name'],'size_bytes':output.stat().st_size,'source':'Animated Cycles renders, 1440x810 at 6 source frames/s, per-shot optical-flow interpolation to 24 fps and upscale to 1080p. No audio.'},indent=2))
|
||||
run(['-i',str(output),'-vf','fps=1/3,scale=480:270,tile=5x2','-frames:v','1',str(V/'film-contact-sheet.jpg')]);print('CLIENT_FILM_READY',output,flush=True)
|
||||
152
source/samford-v007-client-walkthrough/source/enhance_scene.py
Normal file
152
source/samford-v007-client-walkthrough/source/enhance_scene.py
Normal file
@@ -0,0 +1,152 @@
|
||||
import bpy,os,json,math,random
|
||||
from mathutils import Matrix,Vector
|
||||
from math import sin,cos,pi
|
||||
random.seed(712);O=os.path.abspath(os.path.join(os.path.dirname(__file__),'..'));s=bpy.context.scene;detail=bpy.data.collections['DETAIL - full geometry for renders'];fast=bpy.data.collections['00 FAST TOUR - lightweight viewport']
|
||||
c=bpy.data.collections.new('37 Presentation - crafted details and fuller planting');detail.children.link(c);COL={'new':c};active='new'
|
||||
src=open(O+'/../samford-modular/build_scene.py').read();exec(src[src.index('def mesh('):src.index('timber=textured(')])
|
||||
cubefs=[tuple(reversed(f)) for f in cubefs]
|
||||
wood=bpy.data.materials['Unpainted hardwood - long X grain'];steel=bpy.data.materials['Reusable dark steel bolts and shoes'];linen=bpy.data.materials['Undyed flax linen'];stone=bpy.data.materials['Split sandstone facing - mineral grain'];ceramic=bpy.data.materials['Ceramic tea bowls warm white']
|
||||
rattan=textured('Handwoven cane - fine warm fibres',(.22,.135,.062),(.48,.34,.17),(8,100,25),.72,.002)
|
||||
terracotta=textured('Unglazed terracotta - fine mineral surface',(.22,.092,.044),(.38,.19,.10),(60,60,60),.86,.0015)
|
||||
pebble=textured('Path aggregate - warm river stone',(.18,.17,.14),(.37,.34,.26),(25,25,25),.86,.002)
|
||||
print('PHASE # Existing anisotropic',flush=True)
|
||||
# Existing anisotropic grain retains direction; subtle roughness variation and random board tone.
|
||||
material_changes=[]
|
||||
for m in list(bpy.data.materials):
|
||||
if not m.node_tree or m.name.startswith('VIEW'):continue
|
||||
p=next((n for n in m.node_tree.nodes if n.type=='BSDF_PRINCIPLED'),None)
|
||||
if not p:continue
|
||||
ns=m.node_tree.nodes;ls=m.node_tree.links
|
||||
if any(k in m.name.lower() for k in ['hardwood','spotted gum','timber','bamboo']):
|
||||
old=p.inputs['Base Color'].links[0].from_socket if p.inputs['Base Color'].is_linked else None
|
||||
if old:
|
||||
oi=ns.new('ShaderNodeObjectInfo');ramp=ns.new('ShaderNodeValToRGB');ramp.color_ramp.elements[0].color=(.73,.70,.65,1);ramp.color_ramp.elements[1].color=(1,1,.98,1);ls.new(oi.outputs['Random'],ramp.inputs[0]);mix=ns.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=.30;ls.new(old,mix.inputs[1]);ls.new(ramp.outputs[0],mix.inputs[2]);ls.new(mix.outputs[0],p.inputs['Base Color'])
|
||||
p.inputs['Roughness'].default_value=.57;material_changes.append(m.name)
|
||||
if any(k in m.name.lower() for k in ['clay plaster','concrete','sandstone','marble','linen','textile']):
|
||||
tex=ns.new('ShaderNodeTexNoise');tex.inputs['Scale'].default_value=135;tex.inputs['Detail'].default_value=2
|
||||
ramp=ns.new('ShaderNodeMapRange');base=p.inputs['Roughness'].default_value;ramp.inputs['To Min'].default_value=max(.20,base-.12);ramp.inputs['To Max'].default_value=min(.96,base+.08);ls.new(tex.outputs['Fac'],ramp.inputs['Value']);ls.new(ramp.outputs[0],p.inputs['Roughness']);material_changes.append(m.name)
|
||||
print('PHASE # Accurate small',flush=True)
|
||||
# Accurate small highlights on edges and softer upholstered furniture.
|
||||
beveled=0
|
||||
for ob in list(detail.all_objects):
|
||||
if ob.type!='MESH' or len(ob.data.polygons)>12 or ob.modifiers:continue
|
||||
if not ob.data.materials:continue
|
||||
names=' '.join(m.name for m in ob.data.materials if m)
|
||||
if any(x in names.lower() for x in ['timber','hardwood','clay','marble','concrete','linen']):
|
||||
ds=sorted(ob.dimensions)
|
||||
if ds[0]<.018:continue
|
||||
width=min(.004,ds[0]*.15)
|
||||
if 'sofa' in ob.name.lower() or 'cushion' in ob.name.lower():width=min(.065,ds[0]*.35)
|
||||
mod=ob.modifiers.new('Presentation softened real-world edge','BEVEL');mod.width=width;mod.segments=3;ob.modifiers.new('Presentation weighted corner normals','WEIGHTED_NORMAL');beveled+=1
|
||||
print('PHASE # Simple lathed',flush=True)
|
||||
# Simple lathed ceramic and woven forms, all original procedural assets.
|
||||
def lathe(n,xy,profile,ma,sides=48):
|
||||
vs=[];fs=[]
|
||||
for z,r in profile:
|
||||
for i in range(sides):a=i*2*pi/sides;vs.append((xy[0]+r*cos(a),xy[1]+r*sin(a),z))
|
||||
for j in range(len(profile)-1):
|
||||
for i in range(sides):k=j*sides+i;l=j*sides+(i+1)%sides;fs.append((k,l,l+sides,k+sides))
|
||||
ob=mesh(n,vs,fs,ma)
|
||||
for p in ob.data.polygons:p.use_smooth=True
|
||||
return ob
|
||||
def curve(n,pts,r,ma):
|
||||
cu=bpy.data.curves.new(n,'CURVE');cu.dimensions='3D';cu.bevel_depth=r;cu.bevel_resolution=1;sp=cu.splines.new('POLY');sp.points.add(len(pts)-1)
|
||||
for p,co in zip(sp.points,pts):p.co=(*co,1)
|
||||
cu.materials.append(ma);ob=bpy.data.objects.new(n,cu);c.objects.link(ob);return ob
|
||||
print('PHASE # Cane pendant',flush=True)
|
||||
# Cane pendant shades and warm concealed bulbs over kitchen island.
|
||||
for x in [-4.37,-3.22]:
|
||||
rod('Island pendant black suspension',(x,.1,3.32),(x,.1,4.10),.007,steel,sides=10)
|
||||
profile=[(3.12,.29),(3.18,.30),(3.34,.25),(3.45,.12)]
|
||||
for i in range(40):
|
||||
a=i*2*pi/40;curve('Cane pendant vertical weave',[(x+r*cos(a),.1+r*sin(a),z) for z,r in profile],.0038,rattan)
|
||||
for j in range(17):
|
||||
t=j/16;z=3.12+.33*t;r=.30-.18*t*t;curve('Cane pendant horizontal weave',[(x+r*cos(i*2*pi/64),.1+r*sin(i*2*pi/64),z) for i in range(65)],.003,rattan)
|
||||
bulb=mat('Pendant warm diffuser '+str(x),(.9,.65,.35),.7);p=bulb.node_tree.nodes['Principled BSDF'];p.inputs['Emission Color'].default_value=(1,.62,.28,1);p.inputs['Emission Strength'].default_value=2
|
||||
lathe('Warm pendant diffuser',(x,.1),[(3.18,.02),(3.20,.055),(3.26,.055),(3.28,.01)],bulb)
|
||||
ld=bpy.data.lights.new('Warm island practical light','POINT');ld.energy=12;ld.color=(1,.72,.45);ld.shadow_soft_size=.14;ob=bpy.data.objects.new(ld.name,ld);c.objects.link(ob);ob.location=(x,.1,3.14)
|
||||
print('PHASE # Stoneware',flush=True)
|
||||
# Stoneware table settings make dimensions legible at eye level.
|
||||
for x in [-.65,.1,.85]:
|
||||
for y in [-.02,.63]:
|
||||
lathe('Handmade stoneware dinner plate',(x,y),[(1.921,0),(1.922,.085),(1.94,.118),(1.947,.118),(1.938,.083),(1.937,0)],ceramic)
|
||||
box('Folded flax table napkin',(x+.19,y,1.928),(.12,.16,.014),linen,.005)
|
||||
lathe('Handmade tea cup',(x-.17,y+.04),[(1.92,.026),(2.00,.033),(2.004,.037),(1.92,.033)],ceramic,32)
|
||||
lathe('Dining table terracotta bud vase',(.1,.30),[(1.92,.04),(1.95,.065),(2.07,.057),(2.13,.025),(2.15,.025)],terracotta)
|
||||
for dx,dy in [(-.04,.015),(.045,.025),(0,-.03)]:rod('Vase dried grass stem',(.1,.30,2.06),(.1+dx,.30+dy,2.36),.002,rattan,sides=6)
|
||||
print('PHASE # Low woven',flush=True)
|
||||
# Low woven living rug, extra loose cushions with softened edges.
|
||||
box('Living woven jute rug',(3.2,1.10,1.136),(3.25,2.15,.016),rattan,.008)
|
||||
for x,a in [(2.47,-.12),(3.9,.10)]:
|
||||
ob=box('Loose linen sofa pillow',(x,-.75,1.88),(.48,.17,.43),linen,.065);ob.rotation_euler[1]=a
|
||||
print('PHASE # Stainless',flush=True)
|
||||
# Stainless track rails and small timber fixings visible in close camera views.
|
||||
for y in [2.89,3.05,3.21]:box('Sliding door stainless track inset',(0,y,1.152),(11.82,.013,.009),bpy.data.materials['Appliance brushed metal'],.002)
|
||||
for x in [-6,-3,0,3,6]:
|
||||
for z in [1.3,3.43]:
|
||||
for dx in [-.032,.032]:rod('Verandah exposed bolt head',(x+dx,5.466,z),(x+dx,5.475,z),.008,steel,sides=6)
|
||||
print('PHASE # Richer planted',flush=True)
|
||||
# Richer planted borders: broad curved leaves, fine flowering stems, aggregate along paths.
|
||||
layout=json.load(open(O+'/../samford-retreat-garage/buddha-garden-layout.json'))
|
||||
def ground(x,y):return -.024*y+.004*x+.12*sin(x*.19)*cos(y*.14)+.055*sin(x*.72+y*.32)
|
||||
leafm=[bpy.data.materials['Garden leaf '+str(i)] for i in range(4)];flower=bpy.data.materials['Garden flower soft ivory']
|
||||
vs=[];fs=[];mi=[]
|
||||
for bed in layout['beds']:
|
||||
x,y=bed['center'];rx,ry=bed['radii']
|
||||
for j in range(max(8,int(rx*ry*14))):
|
||||
a=random.random()*2*pi;r=math.sqrt(random.random())*.9;xx=x+rx*r*cos(a);yy=y+ry*r*sin(a);zz=ground(xx,yy)+.10
|
||||
for k in range(7):
|
||||
a=random.random()*2*pi;L=random.uniform(.18,.47);w=L*.15;off=len(vs)
|
||||
for t in [0,.25,.5,.75,1]:
|
||||
reach=L*t;z=zz+L*(sin(t*pi*.65)*.65+.08*t);width=w*sin(pi*t)
|
||||
for sg in [-1,0,1]:vs.append((xx+cos(a)*reach-sin(a)*width*sg,yy+sin(a)*reach+cos(a)*width*sg,z+(.014*sin(pi*t) if sg==0 else 0)))
|
||||
for k in range(4):
|
||||
for h in range(2):idx=off+k*3+h;fs.append((idx,idx+1,idx+4,idx+3));mi.append(random.randrange(4))
|
||||
ob=mesh('Fuller garden borders - curved lanceolate leaves',vs,fs)
|
||||
for m in leafm:ob.data.materials.append(m)
|
||||
ob.data.polygons.foreach_set('material_index',mi);ob.data.polygons.foreach_set('use_smooth',[True]*len(fs))
|
||||
print('PHASE # Small mineral',flush=True)
|
||||
# Small mineral chips follow the path ribbons, with low height to preserve walking.
|
||||
vs=[];fs=[]
|
||||
for path in layout['paths']:
|
||||
if path['kind']=='roofed walk' or 'VEHICLE' in path['name']:continue
|
||||
pts=path['points']
|
||||
for i in range(1,len(pts)-1,2):
|
||||
q=Vector(pts[i]);v=(Vector(pts[i+1])-Vector(pts[i-1])).normalized();side=Vector((-v.y,v.x))
|
||||
for j in range(4):
|
||||
pos=q+side*random.uniform(-.46,.46)*path['width'];z=ground(*pos)+.095;rx=random.uniform(.012,.038);ry=random.uniform(.009,.025);off=len(vs)
|
||||
vs.extend([(pos.x+rx*cos(k*pi/3),pos.y+ry*sin(k*pi/3),z+random.uniform(0,.009)) for k in range(6)]+[(pos.x,pos.y,z+.013)])
|
||||
fs.extend((off+k,off+(k+1)%6,off+6) for k in range(6))
|
||||
mesh('Garden paths - scattered mineral aggregate',vs,fs,pebble)
|
||||
print('PHASE # A more neutral',flush=True)
|
||||
# A more neutral, readable morning exposure; practical lights remain gentle.
|
||||
s.view_settings.view_transform='AgX';s.view_settings.look='AgX - Medium High Contrast';s.view_settings.exposure=.20
|
||||
s.cycles.samples=96;s.cycles.use_denoising=True;s.render.resolution_x=2560;s.render.resolution_y=1440;s.render.resolution_percentage=100
|
||||
print('PHASE # Refresh additional',flush=True)
|
||||
# Refresh additional detail proxy (existing geometry only changed through render modifiers).
|
||||
print('PHASE detail.hide_viewport=False',flush=True)
|
||||
detail.hide_viewport=False;bpy.context.view_layer.update();dg=bpy.context.evaluated_depsgraph_get();vs=[];fs=[];mi=[];mats=[];smooth=[]
|
||||
for ob in c.objects:
|
||||
if ob.type not in ['MESH','CURVE']:continue
|
||||
ev=ob.evaluated_get(dg);me=ev.to_mesh();off=len(vs);mw=Matrix.LocRotScale(ob.location,ob.rotation_euler.to_quaternion(),ob.scale);vs.extend(tuple(mw@v.co) for v in me.vertices)
|
||||
real_mats=[bpy.data.materials.get(m.name) for m in me.materials]
|
||||
for m in real_mats:
|
||||
if m not in mats:mats.append(m)
|
||||
for p in me.polygons:fs.append(tuple(off+i for i in p.vertices));mi.append(mats.index(real_mats[p.material_index]));smooth.append(p.use_smooth)
|
||||
ev.to_mesh_clear()
|
||||
me=bpy.data.meshes.new('Presentation detail proxy');me.from_pydata(vs,[],fs);me.update()
|
||||
for m in mats:me.materials.append(m)
|
||||
me.polygons.foreach_set('material_index',mi);me.polygons.foreach_set('use_smooth',smooth);ob=bpy.data.objects.new('FAST | Crafted details and fuller gardens',me);fast.objects.link(ob)
|
||||
detail.hide_viewport=True
|
||||
s['Current revision']='v007 — presentation detail, textured materials, fuller garden borders and a separate cinematic/Unreal walkthrough prototype.'
|
||||
print('PHASE s.frame_set(1);bpy.ops.wm.save',flush=True)
|
||||
s.frame_set(1);bpy.ops.wm.save_as_mainfile(filepath=O+'/samford-solarpunk-presentation-tour.blend')
|
||||
json.dump({'version':7,'beveled_objects':beveled,'materials_refined':material_changes,'new_detail_objects':len(c.objects),'new_leaf_faces':len(bpy.data.objects['Fuller garden borders - curved lanceolate leaves'].data.polygons),'tour_chapters':31},open(O+'/blender-enhancement-checks.json','w'),indent=2)
|
||||
# Actual Cycles stills for presentation review.
|
||||
for ob in bpy.data.collections['22 PLAY - guided camera tour'].objects:
|
||||
if ob.type=='FONT':ob.hide_render=True
|
||||
prefs=bpy.context.preferences.addons['cycles'].preferences;prefs.compute_device_type='METAL';prefs.get_devices()
|
||||
for d in prefs.devices:d.use=d.type=='METAL'
|
||||
s.cycles.device='GPU';s.cycles.samples=48;s.render.resolution_percentage=75
|
||||
for name,f in [('presentation-overview',45),('presentation-kitchen',3520),('presentation-garden',3270)]:s.frame_set(f);s.render.filepath=O+'/renders/'+name+'.png';bpy.ops.render.render(write_still=True)
|
||||
print('PRESENTATION_READY',beveled,len(c.objects),flush=True)
|
||||
@@ -0,0 +1,57 @@
|
||||
import bpy,os,json,re,math
|
||||
from mathutils import Vector,Matrix
|
||||
from collections import defaultdict
|
||||
O=os.path.abspath(os.path.join(os.path.dirname(__file__),'..'));OUT=O+'/transfer';os.makedirs(OUT+'/Textures',exist_ok=True);source=bpy.context.scene;detail=bpy.data.collections['DETAIL - full geometry for renders'];detail.hide_viewport=False;source.frame_set(1);bpy.context.view_layer.update();deps=bpy.context.evaluated_depsgraph_get()
|
||||
objects=[o for o in detail.all_objects if o.type in ['MESH','CURVE'] and not o.hide_render and not any(c.name.startswith(('15 ','22 ','30 ')) for c in o.users_collection)]
|
||||
used=[]
|
||||
for o in objects:
|
||||
for m in o.data.materials:
|
||||
if m and not m.name.startswith('VIEW') and m not in used:used.append(m)
|
||||
new=bpy.data.scenes.new('Homestead Unreal transfer');new.unit_settings.system='METRIC';new.unit_settings.scale_length=1;bpy.context.window.scene=new
|
||||
manifest={'version':7,'source_blend':'samford-solarpunk-presentation-tour.blend','coordinate_transform':'UE centimetres: (100*x,-100*y,100*z)','objects':[],'materials':{},'source_objects':len(objects)}
|
||||
# Bake portable colour and tangent normal maps using the existing procedural shaders.
|
||||
new.render.engine='CYCLES';new.cycles.samples=1;new.cycles.device='CPU';new.render.bake.margin=4
|
||||
bpy.ops.mesh.primitive_plane_add(size=2);tile=bpy.context.object
|
||||
replacement={}
|
||||
for i,m in enumerate(used):
|
||||
key='M_%03d_'%i+re.sub('[^a-zA-Z0-9_]','_',m.name)[:65];p=next((n for n in m.node_tree.nodes if n.type=='BSDF_PRINCIPLED'),None) if m.node_tree else None
|
||||
base=list(m.diffuse_color);rough=float(p.inputs['Roughness'].default_value) if p else .7;metal=float(p.inputs['Metallic'].default_value) if p else 0
|
||||
record={'source':m.name,'base_color':base,'roughness':rough,'metallic':metal,'emission':float(p.inputs['Emission Strength'].default_value) if p else 0,'transmission':float(p.inputs['Transmission Weight'].default_value) if p else 0}
|
||||
exported=bpy.data.materials.new(key);exported.diffuse_color=base;replacement[m]=exported
|
||||
if p and p.inputs['Base Color'].is_linked:
|
||||
bake=m.copy();tile.data.materials.clear();tile.data.materials.append(bake);ns=bake.node_tree.nodes;ls=bake.node_tree.links;bp=next(n for n in ns if n.type=='BSDF_PRINCIPLED');out=next(n for n in ns if n.type=='OUTPUT_MATERIAL');im=bpy.data.images.new(key+'_BaseColor',width=512,height=512);im.filepath_raw=OUT+'/Textures/'+key+'_BaseColor.png';im.file_format='PNG';target=ns.new('ShaderNodeTexImage');target.image=im;ns.active=target;em=ns.new('ShaderNodeEmission');ls.new(bp.inputs['Base Color'].links[0].from_socket,em.inputs['Color']);ls.new(em.outputs[0],out.inputs['Surface']);bpy.context.view_layer.objects.active=tile;tile.select_set(True);bpy.ops.object.bake(type='EMIT');im.save();record['base_color_texture']='Textures/'+key+'_BaseColor.png'
|
||||
if bp.inputs['Normal'].is_linked:
|
||||
nm=bpy.data.images.new(key+'_Normal',width=512,height=512);nm.colorspace_settings.name='Non-Color';nm.filepath_raw=OUT+'/Textures/'+key+'_Normal.png';nm.file_format='PNG';target.image=nm;ns.active=target;ls.new(bp.outputs[0],out.inputs['Surface']);bpy.ops.object.bake(type='NORMAL');nm.save();record['normal_texture']='Textures/'+key+'_Normal.png'
|
||||
bpy.data.materials.remove(bake)
|
||||
manifest['materials'][key]=record
|
||||
print('BAKED',i,key,flush=True)
|
||||
bpy.data.objects.remove(tile,do_unlink=True)
|
||||
# Partition by collection and material: static world transforms, proper normals and box UVs.
|
||||
groups={}
|
||||
for idx,o in enumerate(objects):
|
||||
ev=o.evaluated_get(deps);me=ev.to_mesh();mw=Matrix.LocRotScale(o.location,o.rotation_euler.to_quaternion(),o.scale)
|
||||
category=next((c.name for c in o.users_collection if c.name!='DETAIL - full geometry for renders'),'Other');prefix=re.sub('[^a-zA-Z0-9_]','_',category)[:55]
|
||||
verts=[tuple(mw@v.co) for v in me.vertices]
|
||||
if not verts:ev.to_mesh_clear();continue
|
||||
lo=[min(v[k] for v in verts) for k in range(3)];hi=[max(v[k] for v in verts) for k in range(3)]
|
||||
for mi,em in enumerate(me.materials):
|
||||
m=bpy.data.materials.get(em.name) if em else None
|
||||
if m not in replacement:continue
|
||||
polys=[p for p in me.polygons if p.material_index==mi]
|
||||
if not polys:continue
|
||||
key=(prefix,replacement[m].name);g=groups.setdefault(key,{'verts':[],'faces':[],'uvs':[],'smooth':[],'sources':[]});g['sources'].append(o.name)
|
||||
off=len(g['verts']);g['verts'].extend(verts)
|
||||
for p in polys:
|
||||
g['faces'].append(tuple(off+i for i in p.vertices));g['smooth'].append(p.use_smooth)
|
||||
normal=mw.to_3x3()@p.normal;drop=max(range(3),key=lambda i:abs(normal[i]));axes=[i for i in range(3) if i!=drop]
|
||||
for vi in p.vertices:g['uvs'].append(tuple((verts[vi][k]-lo[k])/max(.08,hi[k]-lo[k]) for k in axes))
|
||||
ev.to_mesh_clear()
|
||||
if idx%800==0:print('GEOMETRY',idx,flush=True)
|
||||
for number,((cat,matname),g) in enumerate(groups.items()):
|
||||
name='SM_%03d_'%number+cat;me=bpy.data.meshes.new(name);me.from_pydata(g['verts'],[],g['faces']);me.update();me.materials.append(bpy.data.materials[matname]);me.polygons.foreach_set('use_smooth',g['smooth']);uv=me.uv_layers.new();uv.data.foreach_set('uv',[v for q in g['uvs'] for v in q]);ob=bpy.data.objects.new(name,me);new.collection.objects.link(ob)
|
||||
noncoll=cat.startswith(('08_','09_','24_')) or any(k in matname.lower() for k in ['leaf','grass','flower','glazing','shadow','haze','flame','annotation']) or all(any(k in n.lower() for k in ['leaves','aggregate','weave','pendant','plate','cup','stem','vase','track inset','bolt head']) for n in g['sources'])
|
||||
manifest['objects'].append({'name':name,'material':matname,'category':cat,'collision':not noncoll,'vertices':len(g['verts']),'faces':len(g['faces']),'source_count':len(g['sources'])})
|
||||
bpy.ops.object.select_all(action='SELECT')
|
||||
bpy.ops.export_scene.fbx(filepath=OUT+'/SamfordHomestead.fbx',use_selection=True,object_types={'MESH'},use_mesh_modifiers=False,add_leaf_bones=False,bake_anim=False,axis_forward='-Y',axis_up='Z',path_mode='RELATIVE')
|
||||
json.dump(manifest,open(OUT+'/homestead-manifest.json','w'),indent=2)
|
||||
print('HOMESTEAD_EXPORT_READY',len(groups),len(used),flush=True)
|
||||
@@ -0,0 +1,22 @@
|
||||
import bpy,os,json
|
||||
from mathutils import Vector
|
||||
from math import sin,cos,pi
|
||||
O=os.path.abspath(os.path.join(os.path.dirname(__file__),'..'));s=bpy.context.scene;mode='cinematic' if 'cinematic' in bpy.data.filepath else 'model';c=bpy.data.collections['37 Presentation - crafted details and fuller planting'];fast=bpy.data.collections['00 FAST TOUR - lightweight viewport']
|
||||
a=Vector((-4.32,-2.74,2.067));b=Vector((-4.32,-2.74,2.475));q=(b-a).to_track_quat('Z','Y');N=24
|
||||
vs=[tuple(a+q@Vector((.014*cos(i*2*pi/N),.014*sin(i*2*pi/N),z))) for z in [0,(b-a).length] for i in range(N)];fs=[tuple(reversed(range(N))),tuple(range(N,2*N))]+[(i,(i+1)%N,(i+1)%N+N,i+N) for i in range(N)]
|
||||
me=bpy.data.meshes.new('Connected copper mixer riser');me.from_pydata(vs,[],fs);me.update();me.materials.append(bpy.data.materials['Copper cookware - brushed warm patina'])
|
||||
for p in me.polygons:p.use_smooth=len(p.vertices)==4
|
||||
ob=bpy.data.objects.new('Kitchen mixer - visible connected copper riser',me);c.objects.link(ob);proxy=bpy.data.objects.new('FAST | Connected kitchen mixer riser',me);fast.objects.link(proxy);s.frame_set(1);bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)
|
||||
prefs=bpy.context.preferences.addons['cycles'].preferences;prefs.compute_device_type='METAL';prefs.get_devices()
|
||||
for d in prefs.devices:d.use=d.type=='METAL'
|
||||
s.cycles.device='GPU';s.cycles.use_denoising=True;s.render.use_persistent_data=True;s.render.resolution_percentage=75
|
||||
if mode=='model':
|
||||
for c in ['22 PLAY - guided camera tour','15 Expansion labels - toggle to hide']:
|
||||
for ob in bpy.data.collections[c].objects:
|
||||
if ob.type=='FONT':ob.hide_render=True
|
||||
s.cycles.samples=48;s.frame_set(3520);s.render.filepath=O+'/renders/presentation-kitchen.png';bpy.ops.render.render(write_still=True)
|
||||
r=json.load(open(O+'/blender-enhancement-checks.json'));r['new_detail_objects']+=1;r['tap_connection_corrected']=True;json.dump(r,open(O+'/blender-enhancement-checks.json','w'),indent=2)
|
||||
else:
|
||||
s.cycles.samples=8;s.cycles.adaptive_threshold=.12;s.render.image_settings.file_format='JPEG';s.render.image_settings.quality=95
|
||||
for j in range(18):s.frame_set(145+j*4);s.render.filepath=O+'/video/frames6/shot03_%03d.jpg'%j;bpy.ops.render.render(write_still=True)
|
||||
print('TAP_CONNECTION_REPAIRED',mode,flush=True)
|
||||
@@ -0,0 +1,37 @@
|
||||
import bpy,os,json,math
|
||||
from mathutils import Vector
|
||||
O=os.path.abspath(os.path.join(os.path.dirname(__file__),'..'));s=bpy.context.scene
|
||||
for c in ['22 PLAY - guided camera tour','15 Expansion labels - toggle to hide']:
|
||||
for o in bpy.data.collections[c].objects:
|
||||
if o.type=='FONT':o.hide_render=True
|
||||
cam=s.camera;cam.animation_data_clear();cam.data.animation_data_clear();cam.data.dof.use_dof=False
|
||||
# Eight compact camera movements; no fly-through through walls or furniture.
|
||||
shots=[
|
||||
('A home in the garden',(35,43,29),(32,40,27),(0,-3,1),38),
|
||||
('Timber verandah and open living',(7,11,3.3),(5.8,9.7,3.1),(0,1.5,2.1),31),
|
||||
('Kitchen / natural materials',(1.5,2.35,2.85),(.7,2.1,2.75),(-3.5,-1.3,2.15),27),
|
||||
('Room for shared meals',(17,9,4.3),(16,8.2,4.0),(10,3.5,1.9),36),
|
||||
('A private sleeping wing',(-6.4,.7,4.2),(-7.3,.4,3.9),(-12,-5,2),34),
|
||||
('Meditation in the garden',(-6.9,18.5,3),(-7.7,17.7,2.6),(-12.4,15.35,.65),42),
|
||||
('Growing food / collecting water',(34,15,17),(32,13,15),(21,-3,1),37),
|
||||
('Space to grow over time',(23,33,20),(20,30,18),(0,13,1),35)]
|
||||
s.render.fps=24;s.frame_start=1;s.frame_end=8*72
|
||||
for i,(label,a,b,target,lens) in enumerate(shots):
|
||||
start=i*72+1;end=(i+1)*72
|
||||
for f,p in [(start,a),(end,b)]:
|
||||
cam.location=p;cam.rotation_euler=(Vector(target)-cam.location).to_track_quat('-Z','Y').to_euler();cam.keyframe_insert('location',frame=f);cam.keyframe_insert('rotation_euler',frame=f);cam.data.lens=lens;cam.data.keyframe_insert('lens',frame=f)
|
||||
for owner in [cam,cam.data]:
|
||||
for layer in owner.animation_data.action.layers:
|
||||
for strip in layer.strips:
|
||||
for bag in strip.channelbags:
|
||||
for fc in bag.fcurves:
|
||||
for k in fc.keyframe_points:k.interpolation='LINEAR'
|
||||
s.render.engine='CYCLES';s.cycles.samples=12;s.cycles.use_denoising=True;s.cycles.use_adaptive_sampling=True;s.cycles.adaptive_threshold=.08;s.render.resolution_x=1920;s.render.resolution_y=1080;s.render.resolution_percentage=100;s.render.image_settings.file_format='PNG';s.render.filepath=O+'/video/frames/frame_';s.render.film_transparent=False
|
||||
prefs=bpy.context.preferences.addons['cycles'].preferences;prefs.compute_device_type='METAL';prefs.get_devices()
|
||||
for d in prefs.devices:d.use=d.type=='METAL'
|
||||
s.cycles.device='GPU';s.render.use_persistent_data=True;s.frame_set(1)
|
||||
bpy.ops.wm.save_as_mainfile(filepath=O+'/samford-client-cinematic.blend')
|
||||
json.dump([dict(title=sh[0],start=i*72+1,end=(i+1)*72,seconds=3) for i,sh in enumerate(shots)],open(O+'/video/cinematic-shots.json','w'),indent=2)
|
||||
# Compare a real-time preview frame before choosing the final video renderer.
|
||||
s.render.engine='CYCLES';s.cycles.samples=12;s.frame_set(145);s.render.filepath=O+'/renders/cinematic-kitchen-test.png';bpy.ops.render.render(write_still=True)
|
||||
print('CINEMATIC_PREPARED',flush=True)
|
||||
@@ -0,0 +1,13 @@
|
||||
import bpy,os
|
||||
from mathutils import Vector
|
||||
O=os.path.abspath(os.path.join(os.path.dirname(__file__),'..'));s=bpy.context.scene;cam=s.camera
|
||||
for f,p in [(289,(-10.7,-6.95,3.30)),(360,(-10.9,-6.75,3.15))]:
|
||||
s.frame_set(f);cam.location=p;cam.rotation_euler=(Vector((-12.5,-5,2.02))-cam.location).to_track_quat('-Z','Y').to_euler();cam.keyframe_insert('location',frame=f);cam.keyframe_insert('rotation_euler',frame=f);cam.data.lens=23;cam.data.keyframe_insert('lens',frame=f)
|
||||
s.frame_set(1);bpy.ops.wm.save_as_mainfile(filepath=O+'/samford-client-cinematic.blend')
|
||||
s.render.resolution_percentage=75;s.cycles.samples=8;s.cycles.use_denoising=True;s.cycles.adaptive_threshold=.12;s.render.use_persistent_data=True;s.render.image_settings.file_format='JPEG';s.render.image_settings.quality=95
|
||||
prefs=bpy.context.preferences.addons['cycles'].preferences;prefs.compute_device_type='METAL';prefs.get_devices()
|
||||
for d in prefs.devices:d.use=d.type=='METAL'
|
||||
s.cycles.device='GPU'
|
||||
for j in range(18):
|
||||
s.frame_set(289+j*4);s.render.filepath=O+'/video/frames6/shot05_%03d.jpg'%j;bpy.ops.render.render(write_still=True)
|
||||
print('BEDROOM_SHOT_REFINED',flush=True)
|
||||
16
source/samford-v007-client-walkthrough/source/render_film.py
Normal file
16
source/samford-v007-client-walkthrough/source/render_film.py
Normal file
@@ -0,0 +1,16 @@
|
||||
import bpy,os,time,json
|
||||
O=os.path.abspath(os.path.join(os.path.dirname(__file__),'..'));s=bpy.context.scene
|
||||
# Six source frames per second, interpolated per shot to the 24 fps presentation master.
|
||||
s.render.resolution_percentage=75;s.cycles.samples=8;s.cycles.adaptive_threshold=.12;s.render.use_persistent_data=True;s.render.image_settings.file_format='JPEG';s.render.image_settings.quality=95
|
||||
prefs=bpy.context.preferences.addons['cycles'].preferences;prefs.compute_device_type='METAL';prefs.get_devices()
|
||||
for d in prefs.devices:d.use=d.type=='METAL'
|
||||
s.cycles.device='GPU'
|
||||
started=time.time()
|
||||
for shot in range(8):
|
||||
for j in range(18):
|
||||
f=shot*72+1+j*4;path=O+'/video/frames6/shot%02d_%03d.jpg'%(shot+1,j)
|
||||
if os.path.exists(path):continue
|
||||
s.frame_set(f);s.render.filepath=path;bpy.ops.render.render(write_still=True)
|
||||
if j%12==0:print('FILM_PROGRESS',shot+1,j,round(time.time()-started),flush=True)
|
||||
json.dump({'source_size':[1440,810],'source_fps':6,'shots':8,'source_frames':144,'seconds':24,'renderer':'Cycles','samples':8},open(O+'/video/render-checks.json','w'),indent=2)
|
||||
print('FILM_FRAMES_READY',flush=True)
|
||||
@@ -0,0 +1,12 @@
|
||||
import bpy,json,os
|
||||
s=bpy.context.scene;O=os.path.abspath(os.path.join(os.path.dirname(__file__),'..'));names=[o.name for o in s.objects];r={}
|
||||
r['required_features']={n:n in names for n in ['ISLAND - honed marble countertop','FAST | Garden Buddha statue','CONTAINER WATER - steel base frame','Living woven jute rug','Fuller garden borders - curved lanceolate leaves','FAST | Crafted details and fuller gardens']}
|
||||
assert all(r['required_features'].values())
|
||||
r['render']=[s.render.engine,s.render.resolution_x,s.render.resolution_y,s.render.resolution_percentage];assert r['render']==['CYCLES',2560,1440,100]
|
||||
r['ghosts']=len(bpy.data.collections['24 LATER - Shadow spaces only'].objects);assert r['ghosts']==26
|
||||
r['captions']=[];fonts=[o for o in bpy.data.collections['22 PLAY - guided camera tour'].objects if o.type=='FONT']
|
||||
for f in range(1,3721,120):s.frame_set(f+20);visible=[o.data.body for o in fonts if o.scale.length>.5];assert len(visible)==1,(f,visible);r['captions']+=visible
|
||||
assert len(r['captions'])==31 and s.frame_end==3720
|
||||
r['no_ping_pong']=not any('table tennis' in n.lower() for n in names);assert r['no_ping_pong']
|
||||
r['material_references_valid']=all(m in bpy.data.materials.values() for o in s.objects if o.type=='MESH' for m in o.data.materials if m);assert r['material_references_valid']
|
||||
r['status']='PASS';json.dump(r,open(O+'/blender-verification.json','w'),indent=2);print('BLENDER_VERIFIED',flush=True)
|
||||
19
unreal/SamfordHomestead/Config/DefaultEngine.ini
Normal file
19
unreal/SamfordHomestead/Config/DefaultEngine.ini
Normal file
@@ -0,0 +1,19 @@
|
||||
[/Script/Engine.RendererSettings]
|
||||
r.DynamicGlobalIlluminationMethod=1
|
||||
r.ReflectionMethod=1
|
||||
r.GenerateMeshDistanceFields=True
|
||||
r.RayTracing=False
|
||||
r.AntiAliasingMethod=4
|
||||
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
|
||||
r.AllowStaticLighting=False
|
||||
|
||||
[/Script/EngineSettings.GameMapsSettings]
|
||||
EditorStartupMap=/Game/Homestead/SamfordHomestead
|
||||
GameDefaultMap=/Game/Homestead/SamfordHomestead
|
||||
GlobalDefaultGameMode=/Game/Homestead/Walkthrough/BP_HomesteadGameMode.BP_HomesteadGameMode_C
|
||||
|
||||
[ConsoleVariables]
|
||||
Interchange.FeatureFlags.Import.FBX=False
|
||||
r.Shadow.Virtual.Enable=0
|
||||
r.Streaming.PoolSize=1500
|
||||
|
||||
97
unreal/SamfordHomestead/Config/DefaultInput.ini
Normal file
97
unreal/SamfordHomestead/Config/DefaultInput.ini
Normal file
@@ -0,0 +1,97 @@
|
||||
[/Script/Engine.InputSettings]
|
||||
-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||
-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||
-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||
-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||
-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||
-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||
-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gesture_Pinch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gesture_Flick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gesture_Rotate",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
bAltEnterTogglesFullscreen=True
|
||||
bF11TogglesFullscreen=True
|
||||
bUseMouseForTouch=False
|
||||
bEnableMouseSmoothing=True
|
||||
bEnableFOVScaling=True
|
||||
bCaptureMouseOnLaunch=True
|
||||
bEnableLegacyInputScales=True
|
||||
bEnableMotionControls=True
|
||||
bFilterInputByPlatformUser=False
|
||||
bShouldFlushPressedKeysOnViewportFocusLost=True
|
||||
bAlwaysShowTouchInterface=False
|
||||
bShowConsoleOnFourFingerTap=True
|
||||
bEnableGestureRecognizer=False
|
||||
bUseAutocorrect=False
|
||||
bEnabledLegacyMappingDeprecationWarnings=True
|
||||
bEnablePreferredInputAPIPreferences=False
|
||||
DefaultPreferredInputAPIList=
|
||||
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
|
||||
DefaultViewportMouseLockMode=LockOnCapture
|
||||
FOVScale=0.011110
|
||||
DoubleClickTime=0.200000
|
||||
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
|
||||
+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
|
||||
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D)
|
||||
+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A)
|
||||
+AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX)
|
||||
+AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY)
|
||||
DeprecatedActionAndAxisNames=()
|
||||
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
|
||||
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
|
||||
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
|
||||
-ConsoleKeys=Tilde
|
||||
+ConsoleKeys=Tilde
|
||||
|
||||
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Reference in New Issue
Block a user