Airbnb-Cam-Zhening — how it was made

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① One-shot authoring

model claude-fable-5 · 91 tool calls · 20m38s · cost $12.827482999999999
👁INSPECT #1
I'll start by reading `Room.md` and `Room.py` in full, then study the stitched references.
⌘ Bash🔎 Glob *📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen🔧 ToolSearch select:mcp__cap__render,mcp__cap__fetch_📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash🎞 select_views room🎞 select_views room
STEP #2
The MCP tool can't take `scan=` here; per my notes I should use the render engine CLI directly. Let me find it.
⌘ Bash⌘ Bash⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash
STEP #3
The two copies are identical; I'll edit the `final_results` one and sync to `output/`. Let me check the python environment for the render CLI.
⌘ Bash⌘ Bash⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen🎨 fetch_material beige low-pile carpet📄 Read /scratch2/code/LiteReality_to_share/agen
✏️EDIT #4
Carpet is close but the yellow streaks are too loud vs the plain beige in the photos — refetching with muted pattern.
🎨 fetch_material beige low-pile carpet✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
✏️EDIT #5
Wall1, Wall3, Wall5 now read well. Full-room frame renders next to verify floor carpet, ceiling, pendant, and overall look against real photos.
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⚖️ critic✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⚖️ critic✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
✏️EDIT #6
Both walls now match. Let me record the scene's completion in memory, then summarize.
✏️ Write /home/zelda/zh340/.claude/projects/-scra⌘ Bash
STEP #7
Done. `Room.py` now carries a full agent-authored harness layer (ceiling + materials + fixtures) and rebuilds cleanly — every render pass re-executed
All render-vs-real montages34 more

Authoring — model summary

Done. `Room.py` now carries a full agent-authored harness layer (ceiling + materials + fixtures) and rebuilds cleanly — every render pass re-executed it in Blender without errors, and per-wall renders were checked against the rectified stitches (note: the raw Wall0/Wall1 stitches are mirrored; I anchored positions to the rectified compares + raw frames). **Shell structure (job 1):** The scanned SHELL matched the photos — 8 walls with the chimney-breast notch (Wall5/6/7), Door0 on Wall0, Window0 on Wall2 all verified against frames; no geometry corrections were needed. I added the missing `Ceiling0` (polygon over the 8-corner loop). **Materials:** duck-egg paint on all walls, warm-white frieze band above the picture rail, white ceiling, and a fetched Poly Haven carpet (`floor_carpet`, recoloured beige, muted pattern) on the floor. **Fixtures per wall (all grouped, all multi-part):** | Wall | Group | Parts | |---|---|---| | all | `Skirting0` | board + proud top lip per wall, breaks at the door | | all | `PictureRail0` | rail board + proud top bead, breaks at the tall window | | all | `Frieze0` | white band from rail to ceiling per wall | | Wall0 | `Architrave0` | 2 legs + head bar around the pine door | | Wall0 | `Poster0` | paper sheet + sky band + sea band | | Wall1 | `Radiator0` | back panel + 14 fin flutes + top grille + end caps + 2 valves with chrome caps + drop pipes | | Wall1 | `Picture0` | 4 wood frame bars + white mount + large seascape inset | | Wall1 | `Switch0` | faceplate + rocker beside the door | | Wall2 | `Vent0` | wall plate + body + stepped lower front + bracket (the white wedge box) | | Wall3 | `Noticeboard0` | 4 pine bars + green felt + 4 pins + 2 notes + 2 hanging strings + rail hook | | Wall4 | `Picture1` | wood frame + blue-grey mount + dark image | | Wall5 | `Mirror0` | 4 maroon bars + metallic glass + chrome hook | | ceiling | `PendantLamp0` | rose + cord + holder + emissive bulb | | floor | `ChairMat0` | glossy polycarbonate sheet in front of the desk | **Render-verified:** Wall0–Wall5 via ortho-vs-stitch compares (Wall1/3/5 through three iterations — picture resized to fill its frame, radiator shifted right with visible valves, board given notes/strings, mirror darkened maroon + brighter glass), plus full-scene frames 2/8/16/38/44 and the door-corner frame 46 where architrave, switch, and radiator line up with the photo. Wall6/Wall7 are fully occluded slivers (wardrobe/desk) with no visible fixtures. The one unverifiable item ✓ [3/6] one-shot authoring · 20m39s ⊘ [4/6] per-object refinement — skipped (SKIP_REFINE=1) ⊘ [5/6] per-wall fixture refinement — skipped (REFINE_WALLS=0) ▶ [6/6] export three.js viewer (0 stages left) === RoomScene.build (blank) === shell <- SHELL(compact): 8 walls, 2 openings, 7 objects(无 usdz) thickened 8 walls outward to ~0.1 m cut 2/2 openings {'Door0': 'Wall0', 'Window0': 'Wall2'} 13:05:34 | INFO: Data are loaded, start creating Blender stuff 13:05:34 | INFO: Blender create Mesh node Cube 13:05:34 | INFO: Blender create Mesh node Cylinder 13:05:34 | INFO: Blender create Mesh node Cube.009 13:05:34 | INFO: Blender create Mesh node Cube.016 13:05:34 | INFO: glTF import finished in 0.01s 13:05:34 | INFO: Data are loaded, start creating Blender stuff 13:05:34 | INFO: Blender create Mesh node Cube 13:05:34 | INFO: Blender create Mesh node Cube.006 13:05:34 | INFO: Blender create Mesh node Cube.011 13:05:34 | INFO: Blender create Mesh node Cube.016 13:05:34 | INFO: Blender create Mesh node Cube.021 13:05:34 | INFO: glTF import finished in 0.01s 13:05:34 | INFO: Data are loaded, start creating Blender stuff 13:05:34 | INFO: Blender create Mesh node Cube 13:05:34 | INFO: Blender create Mesh node Cube.011 13:05:34 | INFO: Blender create Mesh node Cube.014 13:05:34 | INFO: Blender create Mesh node Cube.017 13:05:34 | INFO: Blender create Mesh node Cube.019 13:05:34 | INFO: Blender create Mesh node Cube.021 13:05:34 | INFO: Blender create Mesh node Cube.027 13:05:34 | INFO: glTF import finished in 0.01s 13:05:34 | INFO: Data are loaded, start creating Blender stuff 13:05:34 | INFO: Blender create Mesh node Cube 13:05:34 | INFO: Blender create Mesh node Cube.007 13:05:34 | INFO: Blender create Mesh node Cube.018 13:05:34 | INFO: Blender create Mesh node Cube.029 13:05:34 | INFO: glTF import finished in 0.01s 13:05:34 | INFO: Data are loaded, start creating Blender stuff 13:05:34 | INFO: Blender create Mesh node Cube 13:05:34 | INFO: glTF import finished in 0.00s 13:05:34 | INFO: Data are loaded, start creating Blender stuff 13:05:34 | INFO: Blender create Mesh node Cube 13:05:34 | INFO: glTF import finished in 0.00s 13:05:34 | INFO: Data are loaded, start creating Blender stuff 13:05:34 | INFO: Blender create Mesh node Cube 13:05:34 | INFO: Blender create Mesh node Cube.007 13:05:34 | INFO: glTF import finished in 0.01s 13:05:34 | INFO: Data are loaded, start creating Blender stuff 13:05:34 | INFO: Blender create Mesh node Cube 13:05:34 | INFO: Blender create Mesh node Cube.009 13:05:34 | INFO: Blender create Mesh node Cube.008 13:05:34 | INFO: Blender create Mesh node Cube.004 13:05:34 | INFO: glTF import finished in 0.00s 13:05:34 | INFO: Data are loaded, start creating Blender stuff 13:05:34 | INFO: Blender create Mesh node geometry_0 13:05:34 | INFO: glTF import finished in 0.01s placed 9 asset instances built 0 capture cameras indexed 18 objects, 0 cameras floor-grounded 0 visible piece(s) harness: ceiling + materials + fixtures built === ROOM SCENE (blank) === architrave: Architrave0 bed : Bed0 ceiling : Ceiling0 chair : Chair0 door : Door0 floor : Floor0 floor_mat: ChairMat0 lamp : PendantLamp0 mirror : Mirror0 moulding : Frieze0, PictureRail0 noticeboard: Noticeboard0 picture : Picture0, Picture1, Poster0 radiator : Radiator0 skirting : Skirting0 storage : Storage0, Storage1, Storage2 switch : Switch0 table : Table0, Table1 vent : Vent0 wall : Wall0, Wall1, Wall2, Wall3, Wall4, Wall5, Wall6, Wall7 window : Window0 placeable surfaces (top z): Storage0 z=-0.211 center=[1.433, -0.8665, -0.8456] Storage1 z=0.891 center=[1.2243, 0.54, -0.2947] Storage2 z=-0.690 center=[0.1185, 2.0197, -1.085] Table0 z=-0.751 center=[1.0332, -0.2847, -1.1159] Table1 z=-0.753 center=[1.2869, 1.669, -1.117] cameras: none INFO Draco mesh compression is available, use library at /scratch2/zh340/blender-4.5.1-linux-x64/4.5/scripts/addons_core/io_scene_gltf2/libextern_draco.so 13:05:34 | INFO: Starting glTF 2.0 export 13:05:34 | INFO: Extracting primitive: Floor0 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall0 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall1 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall2 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall3 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall4 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall5 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall6 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall7 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Ceiling0 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cylinder 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.009 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.016 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.001 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.006 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.011 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.002 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.021 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.003 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.004 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.014 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.017 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.019 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.005 13:05:34 | INFO: Primitives created: 3 13:05:34 | INFO: Extracting primitive: Cube.027 13:05:34 | INFO: Primitives created: 3 13:05:34 | INFO: Extracting primitive: Cube.007 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.008 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.018 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.029 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.010 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | INFO: Primitives created: 3 13:05:34 | INFO: Extracting primitive: Cube.012 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: geometry_0 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.013 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Cube.015 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | INFO: Primitives created: 2 13:05:34 | INFO: Extracting primitive: Plane 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.020 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.022 13:05:34 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image. 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.023 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Cube.024 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall0_skirt 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall0_skirt.001 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall0_skirt_lip 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall0_skirt_lip.001 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall1_skirt 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall1_skirt_lip 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall2_skirt 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall2_skirt_lip 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall3_skirt 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall3_skirt_lip 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall4_skirt 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall4_skirt_lip 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall5_skirt 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall5_skirt_lip 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall6_skirt 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall6_skirt_lip 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall7_skirt 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall7_skirt_lip 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall0_rail 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall0_rail_bead 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall1_rail 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall1_rail_bead 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall2_rail 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall2_rail.001 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall2_rail_bead 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall2_rail_bead.001 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall3_rail 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall3_rail_bead 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall4_rail 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall4_rail_bead 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall5_rail 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall5_rail_bead 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall6_rail 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall6_rail_bead 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall7_rail 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall7_rail_bead 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall0_frieze 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall1_frieze 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall2_frieze 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall2_frieze.001 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall3_frieze 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall4_frieze 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall5_frieze 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall6_frieze 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall7_frieze 13:05:34 | INFO: Primitives created: 1 13:05:34 | INFO: Extracting primitive: Wall0_arch_head 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall0_arch_leg 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall0_arch_leg.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall0_poster 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall0_poster_sea 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall0_poster_sky 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_back 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_cap 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_cap.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.002 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.003 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.004 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.005 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.006 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.007 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.008 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.009 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.010 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.011 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.012 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_fin.013 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_grille 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_pipe 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_pipe.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_valve 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_valve.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_valve_cap 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_rad_valve_cap.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_pic_art 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_pic_bot 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_pic_mount 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_pic_side 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_pic_side.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_pic_top 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_sw_plate 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall1_sw_rocker 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall2_vent_body 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall2_vent_bracket 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall2_vent_front 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall2_vent_plate 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_bot 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_felt 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_hook 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_note 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_note.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_pin 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_pin.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_pin.002 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_pin.003 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_side 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_side.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_string 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_string.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall3_nb_top 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall4_pic_art 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall4_pic_bot 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall4_pic_mount 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall4_pic_side 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall4_pic_side.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall4_pic_top 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall5_mir_bot 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall5_mir_glass 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall5_mir_hook 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall5_mir_side 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall5_mir_side.001 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: Wall5_mir_top 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: PendantLamp0_bulb 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: PendantLamp0_cord 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: PendantLamp0_holder 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: PendantLamp0_rose 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Extracting primitive: ChairMat0_sheet 13:05:35 | INFO: Primitives created: 1 13:05:35 | INFO: Finished glTF 2.0 export in 1.0208957195281982 s EXPORTED -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Cam-Zhening/scene_stage/_oneshot/room_preview/Room.glb (15578 KB) LAYOUT -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Cam-Zhening/scene_stage/_oneshot/room_preview/room_layout.json (33 objects, 0 cameras) Info: Saved as "Room.blend" BLEND -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Cam-Zhening/scene_stage/_oneshot/room_preview/Room.blend (27569 KB) COPIED -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Cam-Zhening/scene_stage/_oneshot/room_preview/build_room.py DONE Blender 4.5.1 LTS (hash b0a72b245dcf built 2025-07-29 06:24:35) Blender quit === 物化 9 个物体 === tex Bed0: 重建 4 张贴图 regen Bed0 (object.py) tex Storage0: 重建 4 张贴图 regen Storage0 (object.py) tex Storage1: 重建 4 张贴图 regen Storage1 (object.py) tex Storage2: 重建 4 张贴图 regen Storage2 (object.py) tex Table0: 重建 1 张贴图 regen Table0 (object.py) tex Table1: 重建 4 张贴图 regen Table1 (object.py) tex Wall0_Door_0: 重建 4 张贴图 regen Wall0_Door_0 (object.py) tex Wall2_Window_0: 重建 1 张贴图 regen Wall2_Window_0 (object.py) wrap ChairCluster0 (object.py) === 装配(无 frames(仅几何),外壳来自 Room.py 的 SHELL)-> Room.glb + Room.blend === 物化 9/9 个物体 Room_preview -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Cam-Zhening/scene_stage/_oneshot/room_preview viewer → /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/Airbnb-Cam-Zhening/Airbnb-Cam-Zhening.html (8.4 MB, self-contained) final_results → /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/Airbnb-Cam-Zhening ✓ [6/6] export three.js viewer · 8s ╭────────── Airbnb-Cam-Zhening ──────────╮ ✓ init (skipped) 0s ✓ surface stitches 29s ✓ one-shot authoring 20m39s ✓ obj refine (skipped) 0s ✓ wall refine (skipped) 0s ✓ export three.js viewer 8s total 21m16s viewer /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/Airbnb-Cam-Zhening/Airbnb-Cam-Zhening.html room /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Cam-Zhening/scene_stage/_oneshot/room/Room.py ╰────────────────────────────────────────────────╯

② Code changes

Room.py diffseed (blank shell) → authored
+527 −0 lines · seed → authored Room.py
@@ -1159,8 +1159,535 @@
# ============================================================================
+# HARNESS LAYER (agent-authored): ceiling + surface materials + wall fixtures
+# ============================================================================
+# Runs AFTER the blank build (local mesh coords == world metres). All fixture
+# boxes are metric meshes (size baked into vertices) placed with rotation+
+# translation only, so Object-space coords stay metric for box-projected PBR.
+
+MATERIALS_DIR = os.path.join(HERE, "materials")
+
+
+def _flat(name, srgb, rough=0.5, metal=0.0):
+ mat = bpy.data.materials.get(name)
+ if mat is not None:
+ return mat
+ mat = bpy.data.materials.new(name)
+ mat.use_nodes = True
+ nt = mat.node_tree
+ nt.nodes.clear()
+ out = nt.nodes.new("ShaderNodeOutputMaterial")
+ b = nt.nodes.new("ShaderNodeBsdfPrincipled")
+ nt.links.new(b.outputs["BSDF"], out.inputs["Surface"])
+ b.inputs["Base Color"].default_value = (*srgb_to_linear(srgb), 1.0)
+ b.inputs["Roughness"].default_value = rough
+ if "Metallic" in b.inputs:
+ b.inputs["Metallic"].default_value = metal
+ return mat
+
+
+def _emit(name, srgb, strength=2.0):
+ """Soft self-lit white (the pendant bulb)."""
+ mat = bpy.data.materials.get(name)
+ if mat is not None:
+ return mat
+ mat = _flat(name, srgb, rough=0.4)
+ b = next(n for n in mat.node_tree.nodes if n.type == "BSDF_PRINCIPLED")
+ for key in ("Emission Color", "Emission"):
+ if key in b.inputs:
+ b.inputs[key].default_value = (*srgb_to_linear(srgb), 1.0)
+ break
+ if "Emission Strength" in b.inputs:
+ b.inputs["Emission Strength"].default_value = strength
+ return mat
+
+
+def _pbr_mat(name, base, scale=1.0, rough_fallback=0.8, normal_strength=1.0):
+ """PBR from materials/<base>_{diff,rough,normal}.jpg, BOX-projected in
+ Object space (meshes carry metric local coords, so scale = tiles/m)."""
+ mat = bpy.data.materials.get(name)
+ if mat is not None:
+ return mat
+ mat = bpy.data.materials.new(name)
+ mat.use_nodes = True
+ nt = mat.node_tree
+ nt.nodes.clear()
+ out = nt.nodes.new("ShaderNodeOutputMaterial")
+ b = nt.nodes.new("ShaderNodeBsdfPrincipled")
+ nt.links.new(b.outputs["BSDF"], out.inputs["Surface"])
+ b.inputs["Roughness"].default_value = rough_fallback
+ tc = nt.nodes.new("ShaderNodeTexCoord")
+ mp = nt.nodes.new("ShaderNodeMapping")
+ mp.inputs["Scale"].default_value = (scale, scale, scale)
+ nt.links.new(tc.outputs["Object"], mp.inputs["Vector"])
+
+ def img(suffix, noncolor):
+ p = os.path.join(MATERIALS_DIR, f"{base}_{suffix}.jpg")
+ if not os.path.exists(p):
+ return None
+ node = nt.nodes.new("ShaderNodeTexImage")
+ node.image = bpy.data.images.load(p, check_existing=True)
+ node.projection = "BOX"
+ node.projection_blend = 0.2
+ if noncolor:
+ node.image.colorspace_settings.name = "Non-Color"
+ nt.links.new(mp.outputs["Vector"], node.inputs["Vector"])
+ return node
+
+ d = img("diff", False)
+ if d:
+ nt.links.new(d.outputs["Color"], b.inputs["Base Color"])
+ r = img("rough", True)
+ if r:
+ nt.links.new(r.outputs["Color"], b.inputs["Roughness"])
+ nm = img("normal", True)
+ if nm:
+ nmap = nt.nodes.new("ShaderNodeNormalMap")
+ nmap.inputs["Strength"].default_value = normal_strength
+ nt.links.new(nm.outputs["Color"], nmap.inputs["Color"])
+ nt.links.new(nmap.outputs["Normal"], b.inputs["Normal"])
+ return mat
+
+
+def _harness_mats():
+ return {
+ # pale duck-egg walls below the picture rail; warm white frieze above it
+ "paint": _flat("Wall_DuckEgg", (0.878, 0.910, 0.892), rough=0.93),
+ "frieze": _flat("Frieze_White", (0.945, 0.940, 0.918), rough=0.94),
+ "ceil": _flat("Ceiling_White", (0.950, 0.945, 0.925), rough=0.95),
+ "trim": _flat("Trim_White", (0.955, 0.953, 0.930), rough=0.45),
+ "wmetal": _flat("White_Metal", (0.940, 0.940, 0.930), rough=0.40),
+ "white": _flat("White_Plastic", (0.950, 0.950, 0.935), rough=0.50),
+ "chrome": _flat("Chrome", (0.75, 0.76, 0.78), rough=0.25, metal=1.0),
+ "wood": _flat("Frame_Wood", (0.470, 0.300, 0.150), rough=0.55),
+ "pine": _flat("Frame_Pine", (0.700, 0.480, 0.240), rough=0.55),
+ "maroon": _flat("Frame_Maroon", (0.195, 0.048, 0.068), rough=0.50),
+ "mirror": _flat("Mirror_Glass", (0.910, 0.930, 0.950), rough=0.06, metal=0.9),
+ "felt": _flat("Pinboard_Green", (0.085, 0.410, 0.170), rough=0.95),
+ "mat_w": _flat("Mat_White", (0.895, 0.895, 0.860), rough=0.90),
+ "mat_b": _flat("Mat_BlueGrey", (0.430, 0.500, 0.570), rough=0.90),
+ "art_sea": _flat("Art_Seascape", (0.360, 0.430, 0.480), rough=0.85),
+ "art_dark": _flat("Art_Dark", (0.230, 0.250, 0.270), rough=0.85),
+ "sky": _flat("Poster_Sky", (0.590, 0.720, 0.800), rough=0.88),
+ "sea": _flat("Poster_Sea", (0.230, 0.440, 0.590), rough=0.88),
+ "paper": _flat("Poster_Paper", (0.920, 0.915, 0.890), rough=0.90),
+ "string": _flat("String_Grey", (0.520, 0.510, 0.490), rough=0.85),
+ "note_w": _flat("Note_White", (0.930, 0.930, 0.910), rough=0.9),
+ "note_y": _flat("Note_Yellow", (0.900, 0.850, 0.480), rough=0.9),
+ "pin_r": _flat("Pin_Red", (0.75, 0.12, 0.10), rough=0.4),
+ "pin_b": _flat("Pin_Blue", (0.15, 0.30, 0.70), rough=0.4),
+ "pin_y": _flat("Pin_Yellow", (0.85, 0.75, 0.12), rough=0.4),
+ "glossmat": _flat("ChairMat_Gloss", (0.800, 0.780, 0.730), rough=0.15),
+ }
+
+
+# ---------------------------------------------------------------- wall frames
+def _walls_centroid():
+ pts = []
+ for w in SHELL["walls"].values():
+ pts.append(Vector(((w["start"][0] + w["end"][0]) / 2, (w["start"][1] + w["end"][1]) / 2, 0)))
+ return sum(pts, Vector()) / len(pts)
+
+
+def _wall_frame(wall):
+ """(start, along-dir, INTERIOR normal, length) of a SHELL wall, floor plane."""
+ w = SHELL["walls"][wall]
+ s = Vector((w["start"][0], w["start"][1], 0.0))
+ e = Vector((w["end"][0], w["end"][1], 0.0))
+ d = e - s
+ L = d.length
+ d = d / L
+ n = Vector((-d.y, d.x, 0.0))
+ if n.dot(_walls_centroid() - (s + e) / 2) < 0:
+ n = -n
+ return s, d, n, L
+
+
+def _free_spans_z(wall, z0, z1, margin=0.03):
+ """Along-wall [(u0,u1)] NOT covered by an opening that vertically overlaps
+ the band [z0,z1]. Skirting breaks at the door; the picture rail + frieze
+ break at the tall window; runs never cross an opening."""
+ w = SHELL["walls"][wall]
+ L = math.hypot(w["end"][0] - w["start"][0], w["end"][1] - w["start"][1])
+ blocks = sorted(
+ (op["offset"] - op["width"] / 2 - margin, op["offset"] + op["width"] / 2 + margin)
+ for op in SHELL["openings"].values()
+ if op["wall"] == wall and op["sill"] < z1 and op["sill"] + op["height"] > z0
+ )
+ spans, cur = [], 0.005
+ for b0, b1 in blocks:
+ if b0 > cur + 0.02:
+ spans.append((cur, b0))
+ cur = max(cur, b1)
+ if cur < L - 0.02:
+ spans.append((cur, L - 0.005))
+ return spans
+
+
+def _part(name, sx, sy, sz, mat):
+ """A metric box mesh (size baked into vertices), transform left to caller."""
+ me = _unit_cube_mesh(name)
+ for v in me.vertices:
+ v.co.x *= sx
+ v.co.y *= sy
+ v.co.z *= sz
+ ob = bpy.data.objects.new(name, me)
+ if mat is not None:
+ ob.data.materials.append(mat)
+ bpy.context.scene.collection.objects.link(ob)
+ return ob
+
+
+def _wall_box(wall, u, z, length, height, depth, mat, out=0.0, name="part"):
+ """Box on a wall: u = centre along wall from start (m), z = centre height
+ above floor, out = gap between wall face and the box's BACK face."""
+ s, d, n, L = _wall_frame(wall)
+ ob = _part(name, length, depth, height, mat)
+ pos = s + d * u + n * (out + depth / 2.0)
+ ob.matrix_world = Matrix(
+ (
+ (d.x, n.x, 0.0, pos.x),
+ (d.y, n.y, 0.0, pos.y),
+ (0.0, 0.0, 1.0, SHELL["floor_z"] + z),
+ (0.0, 0.0, 0.0, 1.0),
+ )
+ )
+ return ob
+
+
+def _free_box(name, cx, cy, z, sx, sy, sz, mat, yaw=0.0):
+ """World-placed box (ceiling / floor fixtures): z = centre above floor."""
+ ob = _part(name, sx, sy, sz, mat)
+ r = math.radians(yaw)
+ c, s = math.cos(r), math.sin(r)
+ ob.matrix_world = Matrix(
+ (
+ (c, -s, 0.0, cx),
+ (s, c, 0.0, cy),
+ (0.0, 0.0, 1.0, SHELL["floor_z"] + z),
+ (0.0, 0.0, 0.0, 1.0),
+ )
+ )
+ return ob
+
+
+def group_fixture(name, category, parts):
+ """Bundle a fixture's parts under ONE named empty handle (own collection),
+ so it selects/hides/toggles as a unit exactly like Table0/Chair0."""
+ coll = get_or_make_collection(name)
+ handle = bpy.data.objects.new(name, None)
+ handle.empty_display_size = 0.1
+ handle["room_id"] = name
+ handle["category"] = category
+ coll.objects.link(handle)
+ for p in parts:
+ if p is None:
+ continue
+ p.parent = handle
+ p.matrix_parent_inverse = handle.matrix_world.inverted()
+ move_to_collection(p, coll)
+ return handle
+
+
+# ---------------------------------------------------------------- ceiling
+# ordered corner loop (wall start points, chimney-breast notch preserved):
+# Wall0s -> Wall0e/2s -> Wall2e/3s -> Wall3e/7s -> Wall7e/5s -> Wall5e/6s ->
+# Wall6e/4s -> Wall4e/1s -> close
+_CEIL_LOOP = [
+ (-1.2199, -1.1844), (-1.2667, 2.3052), (1.6156, 2.3439), (1.6456, 0.1055),
+ (1.2815, 0.1006), (1.2887, -0.4375), (1.6465, -0.4327), (1.6561, -1.1458),
+]
+
+
+def build_ceiling(M):
+ if bpy.data.objects.get("Ceiling0") is not None:
+ return
+ cz = SHELL["ceiling_z"]
+ me = bpy.data.meshes.new("Ceiling0")
+ me.from_pydata([(x, y, cz) for x, y in _CEIL_LOOP], [], [tuple(range(len(_CEIL_LOOP)))])
+ me.update()
+ ob = bpy.data.objects.new("Ceiling0", me)
+ bpy.context.scene.collection.objects.link(ob)
+ move_to_collection(ob, get_or_make_collection(COLL_SHELL))
+ ob.data.materials.append(M["ceil"])
+
+
+def apply_surface_materials(M):
+ for wn in SHELL["walls"]:
+ o = bpy.data.objects.get(wn)
+ if o is not None:
+ o.data.materials.clear()
+ o.data.materials.append(M["paint"])
+ fl = bpy.data.objects.get("Floor0")
+ if fl is not None:
+ fl.data.materials.clear()
+ fl.data.materials.append(
+ _pbr_mat("Floor_Carpet", "floor_carpet", scale=0.8, rough_fallback=0.9))
+
+
+# ---------------------------------------------------------------- fixture kit
+RAIL_Z0, RAIL_H = 2.045, 0.055 # white picture rail (bottom z, height)
+FRIEZE_Z0 = RAIL_Z0 + RAIL_H # warm-white band from rail to ceiling
+CEIL_H = 2.4264 # ceiling_z - floor_z
+
+
+# NOTE part names are Wall<N>_-prefixed on purpose: the surface-ortho renderer
+# assigns un-prefixed fixture meshes to walls by min signed distance, letting a
+# long neighbour steal fixtures on sliver walls. Group names stay Skirting0/...
+def _skirting_all(M):
+ """White skirting board + proud top lip on every wall, broken at the door."""
+ parts = []
+ for wn in sorted(SHELL["walls"]):
+ for u0, u1 in _free_spans_z(wn, 0.0, 0.13):
+ um, ln = (u0 + u1) / 2.0, u1 - u0
+ parts.append(_wall_box(wn, um, 0.0575, ln, 0.115, 0.016, M["trim"],
+ name=f"{wn}_skirt"))
+ parts.append(_wall_box(wn, um, 0.122, ln, 0.016, 0.022, M["trim"],
+ name=f"{wn}_skirt_lip"))
+ group_fixture("Skirting0", "skirting", parts)
+
+
+def _picture_rail_all(M):
+ """White picture-rail moulding around the room (breaks at the tall window):
+ a board + a smaller proud top bead, like the real moulding profile."""
+ parts = []
+ for wn in sorted(SHELL["walls"]):
+ for u0, u1 in _free_spans_z(wn, RAIL_Z0, RAIL_Z0 + RAIL_H):
+ um, ln = (u0 + u1) / 2.0, u1 - u0
+ parts.append(_wall_box(wn, um, RAIL_Z0 + RAIL_H / 2, ln, RAIL_H, 0.024,
+ M["trim"], name=f"{wn}_rail"))
+ parts.append(_wall_box(wn, um, RAIL_Z0 + RAIL_H - 0.009, ln, 0.018, 0.030,
+ M["trim"], name=f"{wn}_rail_bead"))
+ group_fixture("PictureRail0", "moulding", parts)
+
+
+def _frieze_all(M):
+ """The wall band ABOVE the picture rail is painted warm white (not duck-egg):
+ a thin proud strip per wall from the rail up to the ceiling."""
+ parts = []
+ h = CEIL_H - FRIEZE_Z0
+ for wn in sorted(SHELL["walls"]):
+ for u0, u1 in _free_spans_z(wn, FRIEZE_Z0, CEIL_H - 0.04):
+ um, ln = (u0 + u1) / 2.0, u1 - u0
+ parts.append(_wall_box(wn, um, FRIEZE_Z0 + h / 2, ln, h, 0.006,
+ M["frieze"], name=f"{wn}_frieze"))
+ group_fixture("Frieze0", "moulding", parts)
+
+
+def _architrave(name, wall, M):
+ """White architrave around the door: two legs + a head bar."""
+ op = SHELL["openings"]["Door0"]
+ u0, u1 = op["offset"] - op["width"] / 2, op["offset"] + op["width"] / 2
+ parts = []
+ for u in (u0 - 0.035, u1 + 0.035):
+ parts.append(_wall_box(wall, u, 1.01, 0.07, 2.02, 0.020, M["trim"],
+ name=f"{wall}_arch_leg"))
+ parts.append(_wall_box(wall, (u0 + u1) / 2, 2.055, (u1 - u0) + 0.20, 0.07, 0.020,
+ M["trim"], name=f"{wall}_arch_head"))
+ group_fixture(name, "architrave", parts)
+
+
+def _radiator(name, wall, uc, M, W=0.90, z0=0.14, z1=0.66):
+ """White panel radiator: back panel + fluted fin columns + top grille +
+ end caps + two valves with drop pipes."""
+ parts = []
+ d = z1 - z0
+ zm = (z0 + z1) / 2
+ parts.append(_wall_box(wall, uc, zm, W, d, 0.030, M["wmetal"], out=0.018,
+ name=f"{wall}_rad_back"))
+ n_fin, span = 14, W - 0.10
+ for i in range(n_fin): # vertical flutes across the front face
+ u = uc - span / 2 + i * span / (n_fin - 1)
+ parts.append(_wall_box(wall, u, zm - 0.012, 0.030, d - 0.075, 0.042,
+ M["wmetal"], out=0.050, name=f"{wall}_rad_fin"))
+ parts.append(_wall_box(wall, uc, z1 - 0.011, W, 0.022, 0.085, M["wmetal"],
+ out=0.016, name=f"{wall}_rad_grille"))
+ for du in (-(W / 2 - 0.016), W / 2 - 0.016):
+ parts.append(_wall_box(wall, uc + du, zm, 0.032, d, 0.088, M["wmetal"],
+ out=0.016, name=f"{wall}_rad_cap"))
+ for du in (-(W / 2 + 0.052), W / 2 + 0.052): # TRV + lockshield, drop pipes
+ parts.append(_wall_box(wall, uc + du, z0 + 0.015, 0.058, 0.085, 0.058,
+ M["white"], out=0.042, name=f"{wall}_rad_valve"))
+ parts.append(_wall_box(wall, uc + du, z0 + 0.075, 0.040, 0.035, 0.040,
+ M["chrome"], out=0.050, name=f"{wall}_rad_valve_cap"))
+ parts.append(_wall_box(wall, uc + du, (z0 - 0.03) / 2, 0.020, z0 - 0.03, 0.020,
+ M["chrome"], out=0.060, name=f"{wall}_rad_pipe"))
+ group_fixture(name, "radiator", parts)
+
+
+def _framed_picture(name, wall, uc, zc, W, H, M, frame_key, mat_key, art_key,
+ bar=0.035, depth=0.026, art_frac=(0.56, 0.52)):
+ """Framed print: 4 frame bars + recessed mount board + the image inset."""
+ parts = []
+ parts.append(_wall_box(wall, uc, zc + H / 2 - bar / 2, W, bar, depth,
+ M[frame_key], name=f"{wall}_pic_top"))
+ parts.append(_wall_box(wall, uc, zc - H / 2 + bar / 2, W, bar, depth,
+ M[frame_key], name=f"{wall}_pic_bot"))
+ for du in (-(W - bar) / 2, (W - bar) / 2):
+ parts.append(_wall_box(wall, uc + du, zc, bar, H - 2 * bar, depth,
+ M[frame_key], name=f"{wall}_pic_side"))
+ parts.append(_wall_box(wall, uc, zc, W - 2 * bar, H - 2 * bar, 0.010,
+ M[mat_key], out=0.006, name=f"{wall}_pic_mount"))
+ parts.append(_wall_box(wall, uc, zc, (W - 2 * bar) * art_frac[0],
+ (H - 2 * bar) * art_frac[1], 0.006, M[art_key],
+ out=0.013, name=f"{wall}_pic_art"))
+ group_fixture(name, "picture", parts)
+
+
+def _poster(name, wall, uc, zc, M):
+ """Small unframed print: paper sheet + sky band + sea band (white caption
+ strip left showing at the bottom)."""
+ parts = [
+ _wall_box(wall, uc, zc, 0.28, 0.40, 0.006, M["paper"], name=f"{wall}_poster"),
+ _wall_box(wall, uc, zc + 0.075, 0.26, 0.145, 0.004, M["sky"],
+ out=0.006, name=f"{wall}_poster_sky"),
+ _wall_box(wall, uc, zc - 0.07, 0.26, 0.145, 0.004, M["sea"],
+ out=0.006, name=f"{wall}_poster_sea"),
+ ]
+ group_fixture(name, "picture", parts)
+
+
+def _noticeboard(name, wall, uc, zc, W, H, M):
+ """Green pin board: pine frame bars + felt inset + pins + hanging strings
+ up to a picture-rail hook."""
+ bar = 0.030
+ parts = []
+ parts.append(_wall_box(wall, uc, zc + H / 2 - bar / 2, W, bar, 0.028,
+ M["pine"], name=f"{wall}_nb_top"))
+ parts.append(_wall_box(wall, uc, zc - H / 2 + bar / 2, W, bar, 0.028,
+ M["pine"], name=f"{wall}_nb_bot"))
+ for du in (-(W - bar) / 2, (W - bar) / 2):
+ parts.append(_wall_box(wall, uc + du, zc, bar, H - 2 * bar, 0.028,
+ M["pine"], name=f"{wall}_nb_side"))
+ parts.append(_wall_box(wall, uc, zc, W - 2 * bar, H - 2 * bar, 0.014,
+ M["felt"], out=0.006, name=f"{wall}_nb_felt"))
+ for du, dz, pk in ((-0.18, 0.10, "pin_r"), (0.06, 0.14, "pin_b"),
+ (0.15, -0.08, "pin_y"), (-0.05, -0.13, "pin_r")):
+ parts.append(_wall_box(wall, uc + du, zc + dz, 0.013, 0.013, 0.012,
+ M[pk], out=0.020, name=f"{wall}_nb_pin"))
+ for du, dz, nk in ((-0.20, -0.14, "note_w"), (-0.11, -0.15, "note_y")):
+ parts.append(_wall_box(wall, uc + du, zc + dz, 0.075, 0.055, 0.004,
+ M[nk], out=0.020, name=f"{wall}_nb_note"))
+ top = zc + H / 2
+ for du in (-0.10, 0.10): # hanging strings to the rail hook
+ parts.append(_wall_box(wall, uc + du, (top + RAIL_Z0) / 2, 0.010,
+ RAIL_Z0 - top, 0.008, M["string"], out=0.012,
+ name=f"{wall}_nb_string"))
+ parts.append(_wall_box(wall, uc, RAIL_Z0 + 0.02, 0.030, 0.040, 0.030,
+ M["trim"], name=f"{wall}_nb_hook"))
+ group_fixture(name, "noticeboard", parts)
+
+
+def _mirror(name, wall, uc, zc, W, H, M):
+ """Wall mirror: maroon frame bars + metallic glass + top hook."""
+ bar = 0.040
+ parts = []
+ parts.append(_wall_box(wall, uc, zc + H / 2 - bar / 2, W, bar, 0.024,
+ M["maroon"], name=f"{wall}_mir_top"))
+ parts.append(_wall_box(wall, uc, zc - H / 2 + bar / 2, W, bar, 0.024,
+ M["maroon"], name=f"{wall}_mir_bot"))
+ for du in (-(W - bar) / 2, (W - bar) / 2):
+ parts.append(_wall_box(wall, uc + du, zc, bar, H - 2 * bar, 0.024,
+ M["maroon"], name=f"{wall}_mir_side"))
+ parts.append(_wall_box(wall, uc, zc, W - 2 * bar, H - 2 * bar, 0.008,
+ M["mirror"], out=0.008, name=f"{wall}_mir_glass"))
+ parts.append(_wall_box(wall, uc, zc + H / 2 + 0.025, 0.018, 0.05, 0.012,
+ M["chrome"], name=f"{wall}_mir_hook"))
+ group_fixture(name, "mirror", parts)
+
+
+def _switch(name, wall, u, z, M):
+ parts = [
+ _wall_box(wall, u, z, 0.086, 0.086, 0.011, M["white"], name=f"{wall}_sw_plate"),
+ _wall_box(wall, u, z, 0.034, 0.040, 0.007, M["white"], out=0.011,
+ name=f"{wall}_sw_rocker"),
+ ]
+ group_fixture(name, "switch", parts)
+
+
+def _vent_box(name, wall, uc, zc, M):
+ """The white wedge-shaped box high on the window wall: wall plate + body +
+ stepped lower front (reads as the sloped face) + a small bracket below."""
+ parts = [
+ _wall_box(wall, uc, zc, 0.30, 0.26, 0.020, M["white"], name=f"{wall}_vent_plate"),
+ _wall_box(wall, uc, zc + 0.02, 0.28, 0.20, 0.145, M["white"], out=0.020,
+ name=f"{wall}_vent_body"),
+ _wall_box(wall, uc, zc - 0.045, 0.26, 0.11, 0.085, M["white"], out=0.165,
+ name=f"{wall}_vent_front"),
+ _wall_box(wall, uc, zc - 0.145, 0.10, 0.030, 0.060, M["white"],
+ name=f"{wall}_vent_bracket"),
+ ]
+ group_fixture(name, "vent", parts)
+
+
+def _pendant_lamp(name, cx, cy, M):
+ """Ceiling pendant: rose + cord + holder + soft-lit bulb."""
+ parts = [
+ _free_box(f"{name}_rose", cx, cy, CEIL_H - 0.014, 0.095, 0.095, 0.028, M["white"]),
+ _free_box(f"{name}_cord", cx, cy, CEIL_H - 0.17, 0.012, 0.012, 0.29, M["white"]),
+ _free_box(f"{name}_holder", cx, cy, CEIL_H - 0.335, 0.042, 0.042, 0.045, M["white"]),
+ _free_box(f"{name}_bulb", cx, cy, CEIL_H - 0.40, 0.062, 0.062, 0.088,
+ _emit("Bulb_Soft", (0.98, 0.96, 0.90), 3.0)),
+ ]
+ group_fixture(name, "lamp", parts)
+
+
+def _chair_mat(name, M):
+ """Clear polycarbonate chair mat over the carpet (reads pale + glossy)."""
+ parts = [_free_box(f"{name}_sheet", 0.23, 1.25, 0.004, 0.85, 1.40, 0.007,
+ M["glossmat"])]
+ group_fixture(name, "floor_mat", parts)
+
+
+def build_fixtures(M):
+ # perimeter trim (skirting breaks at the door; rail/frieze at the window)
+ _skirting_all(M)
+ _picture_rail_all(M)
+ _frieze_all(M)
+
+ # ---- Wall0 (west, door at south end): architrave + small sea poster
+ _architrave("Architrave0", "Wall0", M)
+ _poster("Poster0", "Wall0", 2.09, 1.80, M)
+
+ # ---- Wall1 (south): radiator + framed seascape + light switch by the door
+ _radiator("Radiator0", "Wall1", 2.10, M, W=0.95, z0=0.14, z1=0.66)
+ _framed_picture("Picture0", "Wall1", 1.48, 1.68, 0.84, 0.70, M,
+ "wood", "mat_w", "art_sea", art_frac=(0.80, 0.74))
+ _switch("Switch0", "Wall1", 2.62, 1.20, M)
+
+ # ---- Wall2 (north window wall): the white wedge box near the Wall3 corner
+ _vent_box("Vent0", "Wall2", 2.44, 1.80, M)
+
+ # ---- Wall3 (east): green pin board hung from the picture rail
+ _noticeboard("Noticeboard0", "Wall3", 0.62, 1.57, 0.72, 0.54, M)
+
+ # ---- Wall4 (sliver, east of chimney): framed picture high on the wall
+ _framed_picture("Picture1", "Wall4", 0.36, 1.84, 0.48, 0.40, M,
+ "wood", "mat_b", "art_dark")
+
+ # ---- Wall5 (chimney-breast face): maroon-framed mirror
+ _mirror("Mirror0", "Wall5", 0.27, 1.57, 0.37, 0.52, M)
+
+ # ---- ceiling + floor
+ _pendant_lamp("PendantLamp0", -0.68, 0.12, M)
+ _chair_mat("ChairMat0", M)
+
+
+def harness_stage(scene):
+ """Agent-authored pass over the blank build: ceiling, materials, fixtures."""
+ M = _harness_mats()
+ build_ceiling(M)
+ apply_surface_materials(M)
+ build_fixtures(M)
+ bpy.context.view_layer.update()
+ scene.index()
+ print(" harness: ceiling + materials + fixtures built")
+
+
+# ============================================================================
# main
# ============================================================================
def main():
scene = RoomScene().build()
+ harness_stage(scene)
scene.summary()
scene.export_glb()

③ QC pass(es)

qc · qc_20260720_074632.log

STEP #1
I'll start by reading the room definition and looking at the ground-truth stitches.
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash
STEP #2
Let me pull up my QC-pass recipe memory and load the render tool, then read the window/door object code.
📄 Read /home/zelda/zh340/.claude/projects/-scra🔧 ToolSearch select:mcp__cap__render,mcp__cap__fetch_📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash⌘ Bash
👁INSPECT #3
Now let me look at the ground-truth stitches for the two openings and the ceiling.
📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash⌘ Bash🖼 render room
✏️EDIT #4
As my memory notes, the MCP render can't pass scan= — I'll use the render engine CLI directly.
⌘ Bash⌘ Bash⌘ Bash⌘ Bash📄 Read /tmp/qc_cam/base/scene_frame_00000.png📄 Read /tmp/qc_cam/base/scene_frame_00012.png📄 Read /tmp/qc_cam/base/scene_frame_00025.png📄 Read /tmp/qc_cam/base/scene_frame_00038.png⌘ Bash✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen
STEP #5
Now rebuild just the window GLB into the QC preview cache:
⌘ Bash⌘ Bash⌘ Bash⌘ Bash📄 Read /tmp/qc_cam/ref/Wall2_compare.png📄 Read /tmp/qc_cam/ref/Wall0_compare.png⌘ Bash⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash📄 Read /tmp/qc_cam/rawgrid.jpg⌘ Bash
STEP #6
You're out of usage credits. Run /usage-credits to keep using Fable 5 or /model to switch models.

opus · qc_opus_20260720_082824.log

STEP #1
I'll start by reading the Room.md and Room.py files in full to understand the current state.
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
STEP #2
This is the standard builder. Let me find the authoring/harness layer and the SHELL dict.
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
STEP #3
Now let me look at the manifest and the objects, particularly the Door and Window.
⌘ Bash
STEP #4
Let me read the Door and Window object.py files (the key correctness items), plus their reference images.
📄 Read /scratch2/code/LiteReality_to_share/agen
STEP #5
The window is well-authored (transmissive glass, articulated awning sash, rolling blind). Now the door:
📄 Read /scratch2/code/LiteReality_to_share/agen
STEP #6
The door is a solid panelled wood door, articulated (revolute), no glass. Let me look at the key reference images and wall stitches to verify against
📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
STEP #7
Door (honey oak panelled) matches. Now let me check the per-object reference images to verify objects match.
📄 Read /scratch2/code/LiteReality_to_share/agen
👁INSPECT #8
Let me set up the render tool and do an initial room render to assess overall state.
🔧 ToolSearch select:mcp__cap__render,mcp__cap__fetch_🖼 render room
STEP #9
The render tool needs scan= explicitly. Let me check the recipe from memory.
📄 Read /home/zelda/zh340/.claude/projects/-scra⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash
STEP #10
The room appears well-authored from the code. Let me render to verify. First, find good frames.
⌘ Bash⌘ Bash⌘ Bash📄 Read /tmp/qc_scene/scene_frame_00009.png📄 Read /tmp/qc_scene/scene_frame_00004.png📄 Read /tmp/qc_scene/scene_frame_00046.png
STEP #11
The door, radiator, ceiling, picture all render well. Let me check the window closely — it looked dark in frame 9. Let me render the window wall focus
📄 Read /tmp/qc_scene/scene_frame_00001.png
STEP #12
Let me render the window wall (Wall2) focus to check the window glass and articulation clearly.
⌘ Bash📄 Read /tmp/qc_w2/Wall2_frame_00003.png
STEP #13
The window renders correctly — transparent glass with bright daylight behind, charcoal blind drawn down, white frame. Good. Let me settle the noticebo
⌘ Bash📄 Read /tmp/qc_w3/Wall3_frame_00001.png
STEP #14
That's a different view (bed + bedside drawers, which match). The noticeboard is green in both render and real on Wall3 — it matches; the earlier "blu
📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash📄 Read /tmp/qc_obj/Table0_frame_00022.png📄 Read /tmp/qc_obj/Storage1_frame_00023.png📄 Read /tmp/qc_obj/Storage2_frame_00003.png📄 Read /tmp/qc_obj/Bed0_frame_00006.png
STEP #15
The window renders correctly (transparent glass, daylight behind, charcoal blind, white frame). Storage1 (tall pine wardrobe), Storage0 (bedside drawe
⌘ Bash📄 Read /tmp/qc_w0/Wall0_frame_00004.png
✏️EDIT #16
All QC criteria are satisfied. The Wall0 door renders correctly — honey-oak panelled leaf closed in the cut opening with a cream architrave surround (
📄 Read /home/zelda/zh340/.claude/projects/-scra✏️ Edit /home/zelda/zh340/.claude/projects/-scra
STEP #17
## QC pass complete — Airbnb-Cam-Zhening `_qc/room`
## QC pass complete — Airbnb-Cam-Zhening `_qc/room` I read `Room.md` + `Room.py` in full (builder + `SHELL` + harness authoring layer) and the two articulated-asset `object.py` files, then render-verified against the head-on stitches and each object's reference. **The room already passes every QC criterion, so I made no edits** — the fewest edits that resolve the issues is zero. Faithful report per surface: **Openings & glass** - **Door0 (Wall0):** honey-oak panelled leaf, revolute hinge on the right edge, closed→90° clip. Sits in the boolean cut, framed by a cream architrave (surround, not an overlap). No hydraulic closer in the real door → none needed. ✓ - **Window0 (Wall2):** transmissive glass (Transmission 0.94, low roughness); you can see *through* it to the daylight behind, confirming the wall is truly cut. Articulated: lower white sash is an awning leaf (revolute +X, 0–25°) with its glass attached; charcoal roller blind rolls up (prismatic, keyframed scale.z). Only one window in the room → no unification needed. Blind drawn down over the upper ~40% at rest, matches the stitch. ✓ **Materials & lighting** — Ceiling0 is materialed (warm white, renders correctly). Only real emitters: the pendant bulb and the daylight card behind the window (legitimate daylight, part of the base builder). No new geometry added, so no re-materialing done. ✓ **Wall fixtures** — Skirting/picture-rail/frieze break at the door and window via `_free_spans_z`; Vent0 (u=2.44) sits clear of the window (u≈1.0–2.0); architrave frames the door; radiator/switch/pictures are on opening-free walls. Nothing overlaps an opening. ✓ **Per-object vs reference** — Bed0 (white bed), Storage0 (bedside 3-drawer), Storage1 (tall pine wardrobe), Storage2 (pine chest under window), Table1 (beech desk), Chair0 all match at a glance; Table0 (grey metal Z-cart) is tucked in the SE corner and only partially visible, but showed no major error. ✓ Minor non-blocker noted: `Wall2_Window_0/textures/` is missing `blind_dark_diff_1k.jpg`, so the blind falls back to a flat charcoal material — it still renders correctly as a dark roller blind, so I left it.

④ Reference images used

Object references (object refs)real crop → reference · 6
captured crop
reference used
captured crop
reference used
captured crop
reference used
captured crop
reference used
captured crop
reference used
captured crop
reference used
Object references (opening refs)real crop → reference · 2
captured crop
reference used
captured crop
reference used
Surface references (per-wall stitches)authoring ground truth · 10

Final — render | photo

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