Airbnb-Room-Zhening — how it was made

← back to reconstruction

① One-shot authoring

model claude-fable-5 · 66 tool calls · 24m36s · cost $11.247964000000003
STEP #1
I'll start by reading `Room.md` and `Room.py` in full, then look at the reference stitches.
📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 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📄 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📄 Read /scratch2/code/LiteReality_to_share/agen
✏️EDIT #2
Let me check more frames for Wall1's window run and Wall2/Wall3 windows.
📄 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🎨 fetch_material red brick wall🎨 fetch_material wood parquet floor🎨 fetch_material woven bamboo wicker mat⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen🎨 fetch_material red brick wall✏️ Edit /scratch2/code/LiteReality_to_share/agen
✏️EDIT #3
Now the big harness layer insert before `main()`:
✏️ Edit /scratch2/code/LiteReality_to_share/agen
👁INSPECT #4
Now compile-check and do a first full-room render to validate the build end-to-end:
⌘ Bash🖼 render room
✏️EDIT #5
The MCP render can't infer the scan — per my memory I need the render engine CLI with explicit `scan=`. Let me find it.
⌘ Bash⌘ Bash⌘ Bash⌘ Bash📄 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📄 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🎨 fetch_material red brick wall
✏️EDIT #6
Now render-verify Wall2 and Wall3:
⌘ Bash📄 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📄 Read /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⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen✏️ Write /home/zelda/zh340/.claude/projects/-scra⌘ Bash
STEP #7
Done — `Room.py` now carries the full authored scene for the Airbnb-Room-Zhening sunroom and compiles/builds cleanly. All four walls were render-verif
All render-vs-real montages16 more

Authoring — model summary

Done — `Room.py` now carries the full authored scene for the Airbnb-Room-Zhening sunroom and compiles/builds cleanly. All four walls were render-verified against the real photos (ortho compare + per-frame compares), with two fix iterations along the way. ## Shell structure + materials (job 1) - **Structure fixes**: the scan missed **5 windows**, confirmed against raw frames before editing — added to `SHELL`: `Window5/6/7` on Wall1 (offsets 2.89/1.72/0.63 — the wall is really a continuous 4-bay window run), `Window8` on Wall2 (offset 0.62), `Window9` on Wall3 (offset 2.78, the blind left of the entry door). Walls, door offsets and heights checked out; furniture boxes untouched. - **Materials**: Wall0 = Poly Haven brick (recoloured to the room's light orange `#c08d6a`), Walls1–3 = warm cream paint, Floor0 = warm parquet texture, **Ceiling0 built** (n-gon over the wall loop) in the room's pale yellow. The grey recon door GLBs are repainted white by the harness to match the real doors. ## Fixtures per wall (all multi-part, all grouped hide-as-a-unit via `group_fixture`) | Wall | Group | Parts | |---|---|---| | Wall0 | `Blind0` | headrail + **13 zigzag pleat slats** + bottom rail (white cellular, fully down) | | Wall0 | `SunMirror0` | gold ring + mirror disc + **loop of 16 alternating-length gold rays** | | Wall0 | `Towel0` | hook + drape cap + main slab + offset fold layer | | Wall0 | `Thermostat0` | wall plate + body + dark LCD strip | | Wall1 | `WindowFrame5/6/7` | 2 jambs + head + foot + meeting rail + glass + proud sill, each with a daylight card | | Wall1 | `Blind1/5/6/7` | roll tube + woven panel (procedural weave) + wood bottom bar, drops 30/75/80/85% per the stitch | | Wall1 | `Lanterns0` | 6 hanging lanterns × (rod + cap + coloured body + tip) | | Wall2 | `WindowFrame8`, `Blind2/3/8` | same window/blind assemblies, drops 55/100/100% | | Wall3 | `WindowFrame9`, `Blind4/9` | same, drops 65/75% flanking the entry door | | Ceiling | `CeilingUnit0` | body + recessed grille panel + **loop of 9 louvre slats** | | Ceiling | `Vent0`, `CeilingLights0` | ring + dark core; 5 × (puck body + warm emissive lens) | ## Render verification Wall0, Wall1, Wall2, Wall3 all verified with `ref` ortho compares plus frame-level compares (frames 4, 8, 12, 24, 25, 26). Close-ups confirm the silhouettes read as assemblies: pleat bands on the cellular blind, gold rays on the mirror, roll tubes + bottom bars on every woven blind, hanging lanterns. Fixes applied after checking r ✓ [3/6] one-shot authoring · 24m38s ⊘ [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): 4 walls, 12 openings, 4 objects(无 usdz) thickened 4 walls outward to ~0.1 m cut 12/12 openings {'Door0': 'Wall3', 'Door1': 'Wall0', 'Window0': 'Wall0', 'Window1': 'Wall1', 'Window2': 'Wall2', 'Window3': 'Wall2', 'Window4': 'Wall3', 'Window5': 'Wall1', 'Window6': 'Wall1', 'Window7': 'Wall1', 'Window8': 'Wall2', 'Window9': 'Wall3'} 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node Cube 13:09:27 | INFO: Blender create Mesh node Cube.009 13:09:27 | INFO: Blender create Mesh node Cube.015 13:09:27 | INFO: Blender create Mesh node Cube.008 13:09:27 | INFO: glTF import finished in 0.01s 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node Cube 13:09:27 | INFO: Blender create Mesh node Cube.002 13:09:27 | INFO: glTF import finished in 0.00s 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node Cube 13:09:27 | INFO: Blender create Mesh node Cube.007 13:09:27 | INFO: Blender create Mesh node Cube.017 13:09:27 | INFO: Blender create Mesh node Cube.006 13:09:27 | INFO: glTF import finished in 0.01s 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node Cube 13:09:27 | INFO: Blender create Mesh node Cube.010 13:09:27 | INFO: Blender create Mesh node Cube.009 13:09:27 | INFO: Blender create Mesh node Cube.005 13:09:27 | INFO: glTF import finished in 0.00s 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node Cube 13:09:27 | INFO: Blender create Mesh node Cube.010 13:09:27 | INFO: Blender create Mesh node Cube.012 13:09:27 | INFO: Blender create Mesh node Cube.005 13:09:27 | INFO: Blender create Mesh node Cube.009 13:09:27 | INFO: glTF import finished in 0.01s 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node Cube 13:09:27 | INFO: Blender create Mesh node Cube.017 13:09:27 | INFO: Blender create Mesh node Cube.015 13:09:27 | INFO: Blender create Mesh node Cube.010 13:09:27 | INFO: Blender create Mesh node Cube.009 13:09:27 | INFO: Blender create Mesh node Cube.005 13:09:27 | INFO: glTF import finished in 0.00s 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node Cube 13:09:27 | INFO: Blender create Mesh node Cube.015 13:09:27 | INFO: Blender create Mesh node Cube.017 13:09:27 | INFO: Blender create Mesh node Cube.023 13:09:27 | INFO: Blender create Mesh node Cube.025 13:09:27 | INFO: Blender create Mesh node Cube.014 13:09:27 | INFO: Blender create Mesh node Cube.022 13:09:27 | INFO: Blender create Mesh node Cube.010 13:09:27 | INFO: Blender create Mesh node Cube.018 13:09:27 | INFO: Blender create Mesh node Cube.009 13:09:27 | INFO: glTF import finished in 0.01s 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node Cube 13:09:27 | INFO: Blender create Mesh node Cube.007 13:09:27 | INFO: glTF import finished in 0.01s 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node Cube 13:09:27 | INFO: Blender create Mesh node Cube.012 13:09:27 | INFO: Blender create Mesh node Cube.011 13:09:27 | INFO: Blender create Mesh node Cube.009 13:09:27 | INFO: Blender create Mesh node Cube.008 13:09:27 | INFO: Blender create Mesh node Cube.004 13:09:27 | INFO: glTF import finished in 0.01s 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node geometry_0 13:09:27 | INFO: glTF import finished in 0.01s 13:09:27 | INFO: Data are loaded, start creating Blender stuff 13:09:27 | INFO: Blender create Mesh node geometry_0 13:09:27 | INFO: glTF import finished in 0.01s placed 11 asset instances built 0 capture cameras indexed 16 objects, 0 cameras floor-grounded 0 visible piece(s) === harness layer: materials + ceiling + fixtures === === ROOM SCENE (blank) === ac : CeilingUnit0 bed : Bed0 blind : Blind0, Blind1, Blind2, Blind3, Blind4, Blind5, Blind6, Blind7, Blind8, Blind9 ceiling : Ceiling0 door : Door0, Door1 floor : Floor0 lantern : Lanterns0 light : CeilingLights0 mirror : SunMirror0 sofa : Sofa0, Sofa1 table : Table0 thermostat: Thermostat0 towel : Towel0 vent : Vent0 wall : Wall0, Wall1, Wall2, Wall3 window : Window0, Window1, Window2, Window3, Window4, WindowFrame5, WindowFrame6, WindowFrame7, WindowFrame8, WindowFrame9 placeable surfaces (top z): Table0 z=-0.582 center=[0.7731, 0.6786, -0.7872] 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 13:09:27 | INFO: Starting glTF 2.0 export 13:09:27 | INFO: Extracting primitive: Floor0 13:09:27 | INFO: Primitives created: 1 13:09:27 | INFO: Extracting primitive: Wall0 13:09:27 | INFO: Primitives created: 1 13:09:27 | INFO: Extracting primitive: Wall1 13:09:27 | INFO: Primitives created: 1 13:09:27 | INFO: Extracting primitive: Wall2 13:09:27 | INFO: Primitives created: 1 13:09:27 | INFO: Extracting primitive: Wall3 13:09:27 | INFO: Primitives created: 1 13:09:27 | INFO: Extracting primitive: Ceiling0 13:09:27 | INFO: Primitives created: 1 13:09:27 | INFO: Extracting primitive: Cube 13:09:27 | 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. 13:09:27 | INFO: Primitives created: 1 13:09:27 | INFO: Extracting primitive: Cube.009 13:09:27 | INFO: Primitives created: 2 13:09:27 | INFO: Extracting primitive: Cube.015 13:09:27 | INFO: Primitives created: 2 13:09:27 | INFO: Extracting primitive: Cube.008 13:09:28 | 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. 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.001 13:09:28 | 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. 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.002 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: geometry_0 13:09:28 | 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. 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: geometry_0.001 13:09:28 | 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. 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.003 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.007 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.017 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.006 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Plane 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.004 13:09:28 | 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. 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.010 13:09:28 | 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. 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.005 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.011 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Plane.001 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.012 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.013 13:09:28 | 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. 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.014 13:09:28 | INFO: Primitives created: 3 13:09:28 | INFO: Extracting primitive: Cube.016 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.018 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Plane.002 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.019 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.020 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.021 13:09:28 | 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. 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.022 13:09:28 | INFO: Primitives created: 2 13:09:28 | INFO: Extracting primitive: Cube.023 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.024 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Plane.003 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.025 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.026 13:09:28 | 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. 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.027 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.028 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.029 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.030 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.031 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.032 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.033 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.034 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.035 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.036 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Plane.004 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.037 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.038 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.039 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.040 13:09:28 | 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. 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.041 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cube.042 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Plane.005 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Plane.006 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Plane.007 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Plane.008 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Plane.009 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win5_foot 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win5_glass 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win5_head 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win5_jambL 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win5_jambR 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win5_rail 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win5_sill 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win6_foot 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win6_glass 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win6_head 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win6_jambL 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win6_jambR 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win6_rail 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win6_sill 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win7_foot 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win7_glass 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win7_head 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win7_jambL 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win7_jambR 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win7_rail 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Win7_sill 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall2_Win8_foot 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall2_Win8_glass 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall2_Win8_head 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall2_Win8_jambL 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall2_Win8_jambR 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall2_Win8_rail 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall2_Win8_sill 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall3_Win9_foot 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall3_Win9_glass 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall3_Win9_head 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall3_Win9_jambL 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall3_Win9_jambR 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall3_Win9_rail 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall3_Win9_sill 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_head 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat0 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat1 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat10 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat11 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat12 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat2 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat3 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat4 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat5 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat6 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat7 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat8 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_pleat9 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall0_Blind0_rail 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Blind1_bar 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Blind1_panel 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Blind1_roll 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Blind5_bar 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Blind5_panel 13:09:28 | INFO: Primitives 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Extracting primitive: Wall1_Lant4_body 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Lant4_cap 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Lant4_rod 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Lant4_tip 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Lant5_body 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Lant5_cap 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Lant5_rod 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Wall1_Lant5_tip 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_body 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_panel 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_slat0 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_slat1 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_slat2 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_slat3 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_slat4 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_slat5 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_slat6 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_slat7 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Ceiling0_Unit_slat8 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.003 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.002 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.004 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.005 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.006 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.007 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.008 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.009 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.010 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.011 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.012 13:09:28 | INFO: Primitives created: 1 13:09:28 | INFO: Extracting primitive: Cylinder.013 13:09:28 | INFO: Primitives created: 1 13:09:29 | INFO: Finished glTF 2.0 export in 1.2195611000061035 s EXPORTED -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Room-Zhening/scene_stage/_oneshot/room_preview/Room.glb (34023 KB) LAYOUT -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Room-Zhening/scene_stage/_oneshot/room_preview/room_layout.json (39 objects, 0 cameras) Info: Saved as "Room.blend" BLEND -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Room-Zhening/scene_stage/_oneshot/room_preview/Room.blend (45166 KB) COPIED -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Room-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 11 个物体 === tex Bed0: 重建 5 张贴图 regen Bed0 (object.py) tex Table0: 重建 2 张贴图 regen Table0 (object.py) tex Wall0_Door_1: 重建 7 张贴图 regen Wall0_Door_1 (object.py) tex Wall0_Window_0: 重建 2 张贴图 regen Wall0_Window_0 (object.py) tex Wall1_Window_1: 重建 1 张贴图 regen Wall1_Window_1 (object.py) tex Wall2_Window_2: 重建 1 张贴图 regen Wall2_Window_2 (object.py) tex Wall2_Window_3: 重建 4 张贴图 regen Wall2_Window_3 (object.py) tex Wall3_Door_0: 重建 4 张贴图 regen Wall3_Door_0 (object.py) tex Wall3_Window_4: 重建 5 张贴图 regen Wall3_Window_4 (object.py) wrap Sofa0 (object.py) wrap Sofa1 (object.py) === 装配(无 frames(仅几何),外壳来自 Room.py 的 SHELL)-> Room.glb + Room.blend === 物化 11/11 个物体 Room_preview -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Room-Zhening/scene_stage/_oneshot/room_preview viewer → /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/Airbnb-Room-Zhening/Airbnb-Room-Zhening.html (12.1 MB, self-contained) final_results → /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/Airbnb-Room-Zhening ✓ [6/6] export three.js viewer · 10s ╭────────── Airbnb-Room-Zhening ──────────╮ ✓ init (skipped) 0s ✓ surface stitches 22s ✓ one-shot authoring 24m38s ✓ obj refine (skipped) 0s ✓ wall refine (skipped) 0s ✓ export three.js viewer 10s total 25m10s viewer /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/Airbnb-Room-Zhening/Airbnb-Room-Zhening.html room /scratch2/code/LiteReality_to_share/agentic_litereality/output/Airbnb-Room-Zhening/scene_stage/_oneshot/room/Room.py ╰────────────────────────────────────────────────╯

② Code changes

Room.py diffseed (blank shell) → authored
+502 −0 lines · seed → authored Room.py
@@ -1159,8 +1159,470 @@
# ============================================================================
+# HARNESS LAYER — ceiling + materials + wall fixtures (authored for THIS room)
+# ============================================================================
+# Airbnb-Room-Zhening is a brick-walled sunroom: Wall0 = brick with white double
+# doors + sunburst mirror + hanging towel + cellular blind; Walls1-3 are window
+# runs with woven roller blinds; parquet floor; pale-yellow ceiling with puck
+# lights, a vented heater unit and hanging lanterns. The scan missed 5 windows
+# (Window5..9 added to SHELL); their frames+glass are authored here.
+FZ = -0.9923 # SHELL floor_z (keep in sync)
+CZ = 1.3402 # SHELL ceiling_z
+RH = CZ - FZ # 2.3325 m room height
+MAT_DIR = os.path.join(HERE, "materials")
+ADDED_WINDOWS = ("Window5", "Window6", "Window7", "Window8", "Window9")
+
+
+def _hex(h):
+ h = h.lstrip("#")
+ return tuple(int(h[i : i + 2], 16) / 255.0 for i in (0, 2, 4))
+
+
+def _flat(name, hexcol, rough=0.8, metal=0.0, emit=None, emit_strength=0.0, alpha=None):
+ 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(_hex(hexcol)), 1.0)
+ b.inputs["Roughness"].default_value = rough
+ if "Metallic" in b.inputs:
+ b.inputs["Metallic"].default_value = metal
+ if emit is not None:
+ for k in ("Emission Color", "Emission"):
+ if k in b.inputs:
+ b.inputs[k].default_value = (*srgb_to_linear(_hex(emit)), 1.0)
+ break
+ if "Emission Strength" in b.inputs:
+ b.inputs["Emission Strength"].default_value = emit_strength
+ if alpha is not None:
+ b.inputs["Alpha"].default_value = alpha
+ try:
+ mat.blend_method = "BLEND"
+ except Exception:
+ pass
+ return mat
+
+
+def _pbr(name, slug, scale=1.0):
+ """Poly Haven set from materials/<slug>_{diff,rough,normal}.jpg, BOX-projected
+ on Object coords (parts are built with metric vertices, so local == metres)."""
+ 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 = 0.8
+ tc = nt.nodes.new("ShaderNodeTexCoord")
+ mp = nt.nodes.new("ShaderNodeMapping")
+ mp.inputs["Scale"].default_value = (1.0 / scale, 1.0 / scale, 1.0 / scale)
+ nt.links.new(tc.outputs["Object"], mp.inputs["Vector"])
+
+ def img(suffix, colorspace):
+ p = os.path.join(MAT_DIR, f"{slug}_{suffix}.jpg")
+ if not os.path.exists(p):
+ return None
+ n = nt.nodes.new("ShaderNodeTexImage")
+ n.image = bpy.data.images.load(p, check_existing=True)
+ n.image.colorspace_settings.name = colorspace
+ n.projection = "BOX"
+ n.projection_blend = 0.3
+ nt.links.new(mp.outputs["Vector"], n.inputs["Vector"])
+ return n
+
+ d = img("diff", "sRGB")
+ if d:
+ nt.links.new(d.outputs["Color"], b.inputs["Base Color"])
+ r = img("rough", "Non-Color")
+ if r:
+ nt.links.new(r.outputs["Color"], b.inputs["Roughness"])
+ nr = img("normal", "Non-Color")
+ if nr:
+ nm = nt.nodes.new("ShaderNodeNormalMap")
+ nt.links.new(nr.outputs["Color"], nm.inputs["Color"])
+ nt.links.new(nm.outputs["Normal"], b.inputs["Normal"])
+ return mat
+
+
+def _weave(name, hexcol):
+ """Procedural woven-shade material: tan base with fine horizontal banding."""
+ 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 = 0.9
+ tc = nt.nodes.new("ShaderNodeTexCoord")
+ wave = nt.nodes.new("ShaderNodeTexWave")
+ wave.wave_type = "BANDS"
+ wave.inputs["Scale"].default_value = 90.0
+ wave.inputs["Distortion"].default_value = 1.2
+ nt.links.new(tc.outputs["Object"], wave.inputs["Vector"])
+ mix = nt.nodes.new("ShaderNodeMixRGB")
+ mix.blend_type = "MULTIPLY"
+ mix.inputs["Fac"].default_value = 0.3
+ mix.inputs["Color1"].default_value = (*srgb_to_linear(_hex(hexcol)), 1.0)
+ nt.links.new(wave.outputs["Color"], mix.inputs["Color2"])
+ nt.links.new(mix.outputs["Color"], b.inputs["Base Color"])
+ return mat
+
+
+_WALL_FRAMES = {}
+
+
+def _wall_uframe(wall):
+ """(start, along-dir, INWARD normal, length) of a SHELL wall, on the floor plane."""
+ if wall in _WALL_FRAMES:
+ return _WALL_FRAMES[wall]
+ W = SHELL["walls"]
+ mids = [((w["start"][0] + w["end"][0]) / 2.0, (w["start"][1] + w["end"][1]) / 2.0) for w in W.values()]
+ c = Vector((sum(m[0] for m in mids) / len(mids), sum(m[1] for m in mids) / len(mids), 0.0))
+ w = W[wall]
+ s = Vector((w["start"][0], w["start"][1], 0.0))
+ e = Vector((w["end"][0], w["end"][1], 0.0))
+ d = (e - s).normalized()
+ n = Vector((-d.y, d.x, 0.0))
+ if n.dot(c - (s + e) / 2.0) < 0:
+ n = -n
+ _WALL_FRAMES[wall] = (s, d, n, (e - s).length)
+ return _WALL_FRAMES[wall]
+
+
+def _part(name, center, xdir, ydir, sx, sy, sz, mat):
+ """Metric-vertex cuboid with a rotation-only world matrix (local == metres,
+ so BOX-projected Object-coord textures land at real-world scale)."""
+ x = Vector(xdir).normalized()
+ y = Vector(ydir).normalized()
+ z = x.cross(y).normalized()
+ hx, hy, hz = sx / 2.0, sy / 2.0, sz / 2.0
+ vs = [
+ (-hx, -hy, -hz), (hx, -hy, -hz), (hx, hy, -hz), (-hx, hy, -hz),
+ (-hx, -hy, hz), (hx, -hy, hz), (hx, hy, hz), (-hx, hy, hz),
+ ]
+ faces = [(0, 1, 2, 3), (4, 5, 6, 7), (0, 1, 5, 4), (1, 2, 6, 5), (2, 3, 7, 6), (3, 0, 4, 7)]
+ me = bpy.data.meshes.new(name)
+ me.from_pydata(vs, [], faces)
+ me.update()
+ ob = bpy.data.objects.new(name, me)
+ ob.matrix_world = Matrix(
+ (
+ (x.x, y.x, z.x, center[0]),
+ (x.y, y.y, z.y, center[1]),
+ (x.z, y.z, z.z, center[2]),
+ (0.0, 0.0, 0.0, 1.0),
+ )
+ )
+ bpy.context.scene.collection.objects.link(ob)
+ if mat is not None:
+ ob.data.materials.append(mat)
+ return ob
+
+
+def _wall_box(wall, u, z, ln, h, depth, mat, out=0.0, name="part"):
+ """Cuboid on a wall face: u = centre along the wall from its start, z = centre
+ height above the floor, out = back-face distance from the wall plane (+ = into
+ the room, - = sunk into the wall/opening)."""
+ s, d, n, _L = _wall_uframe(wall)
+ c = s + d * u + n * (out + depth / 2.0)
+ return _part(name, (c.x, c.y, FZ + z), d, n, ln, depth, h, mat)
+
+
+def _cyl(name, center, axis, r, depth, mat, seg=28):
+ bpy.ops.mesh.primitive_cylinder_add(vertices=seg, radius=r, depth=depth, location=(0, 0, 0))
+ ob = bpy.context.active_object
+ ob.name = name
+ z = Vector(axis).normalized()
+ helper = Vector((0, 0, 1)) if abs(z.z) < 0.9 else Vector((1, 0, 0))
+ x = helper.cross(z).normalized()
+ y = z.cross(x)
+ ob.matrix_world = Matrix(
+ (
+ (x.x, y.x, z.x, center[0]),
+ (x.y, y.y, z.y, center[1]),
+ (x.z, y.z, z.z, center[2]),
+ (0.0, 0.0, 0.0, 1.0),
+ )
+ )
+ if mat is not None:
+ ob.data.materials.append(mat)
+ return ob
+
+
+def group_fixture(name, category, parts):
+ """Bundle a fixture's parts into ONE named hide-as-a-unit group: an empty
+ handle with room_id/category props, every part parented to it, all moved
+ into a collection of the same name (selects/hides 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
+
+
+# ---------------------------------------------------------------- surfaces
+def _shell_materials():
+ brick = _pbr("Wall0_Brick", "wall_brick", scale=2.4)
+ cream = _flat("Wall_Cream", "#ede2c6", rough=0.85)
+ parquet = _pbr("Floor_Parquet", "floor_parquet", scale=1.6)
+ for nm, mat in (
+ ("Wall0", brick),
+ ("Wall1", cream),
+ ("Wall2", cream),
+ ("Wall3", cream),
+ ("Floor0", parquet),
+ ):
+ o = bpy.data.objects.get(nm)
+ if o is not None and o.type == "MESH":
+ o.data.materials.clear()
+ o.data.materials.append(mat)
+
+
+def _build_ceiling():
+ """One n-gon over the SHELL wall-corner loop, pale yellow paint."""
+ loop = [(2.0226, -1.7281), (-1.1913, -0.8357), (0.026, 3.5482), (3.2399, 2.6557)]
+ me = bpy.data.meshes.new("Ceiling0")
+ me.from_pydata([(x, y, CZ) for x, y in loop], [], [tuple(range(len(loop)))])
+ me.update()
+ ob = bpy.data.objects.new("Ceiling0", me)
+ bpy.context.scene.collection.objects.link(ob)
+ ob.data.materials.append(_flat("Ceiling_Paint", "#ded892", rough=0.9))
+ move_to_collection(ob, get_or_make_collection(COLL_SHELL))
+ return ob
+
+
+# ---------------------------------------------------------------- windows the scan missed
+def _win_assembly(scene, opname):
+ """White double-hung frame + meeting rail + glass + proud sill for an added
+ SHELL opening (no GLB exists for it), plus a daylight card behind the glass."""
+ op = SHELL["openings"][opname]
+ wall, u, w, sill, h = op["wall"], op["offset"], op["width"], op["sill"], op["height"]
+ idx = opname.replace("Window", "")
+ px = f"{wall}_Win{idx}"
+ frame = _flat("Frame_White", "#f5f3ec", rough=0.45)
+ glass = _flat("Window_Glass", "#d5e4ea", rough=0.08, alpha=0.28)
+ # leftover SHELL cutter box (no GLB filled it) -> replaced by this assembly
+ box = bpy.data.objects.get(opname)
+ if box is not None and box.type == "MESH":
+ bpy.data.objects.remove(box, do_unlink=True)
+ fw, fd = 0.055, 0.085
+ zc = sill + h / 2.0
+ parts = [
+ _wall_box(wall, u - (w - fw) / 2.0, zc, fw, h, fd, frame, out=-0.055, name=px + "_jambL"),
+ _wall_box(wall, u + (w - fw) / 2.0, zc, fw, h, fd, frame, out=-0.055, name=px + "_jambR"),
+ _wall_box(wall, u, sill + h - fw / 2.0, w, fw, fd, frame, out=-0.055, name=px + "_head"),
+ _wall_box(wall, u, sill + fw / 2.0, w, fw, fd, frame, out=-0.055, name=px + "_foot"),
+ _wall_box(wall, u, sill + h * 0.52, w - 2 * fw + 0.02, 0.045, fd * 0.9, frame, out=-0.055, name=px + "_rail"),
+ _wall_box(wall, u, zc, w - 0.06, h - 0.06, 0.006, glass, out=-0.035, name=px + "_glass"),
+ _wall_box(wall, u, sill - 0.015, w + 0.14, 0.035, 0.10, frame, out=-0.02, name=px + "_sill"),
+ ]
+ group_fixture(f"WindowFrame{idx}", "window", parts)
+ s, d, n, _L = _wall_uframe(wall)
+ c = s + d * u
+ scene._add_daylight_card(Vector((c.x, c.y, FZ + zc)), d, Vector((0, 0, 1)), n, w, h)
+
+
+# ---------------------------------------------------------------- blinds
+def _blind(idx, opname, drop, cellular=False):
+ """Woven roller blind (roll tube + hanging panel + wood bottom bar) or white
+ cellular blind (headrail + zigzag pleat stack + bottom rail) over a window."""
+ op = SHELL["openings"][opname]
+ wall, u, w, sill, h = op["wall"], op["offset"], op["width"], op["sill"], op["height"]
+ px = f"{wall}_Blind{idx}"
+ parts = []
+ top = min(sill + h + 0.07, RH - 0.06)
+ bw = w + 0.07
+ if cellular:
+ white = _flat("Blind_White", "#f2f1ea", rough=0.7)
+ parts.append(_wall_box(wall, u, top, bw, 0.045, 0.05, white, out=0.045, name=px + "_head"))
+ npl = 13
+ bot = sill - 0.02
+ span = top - 0.025 - bot
+ ph = span / npl
+ for i in range(npl): # zigzag pleat stack
+ zc = top - 0.025 - (i + 0.5) * ph
+ o = 0.055 + (0.016 if i % 2 else 0.0)
+ parts.append(_wall_box(wall, u, zc, bw - 0.01, ph * 0.95, 0.028, white, out=o, name=f"{px}_pleat{i}"))
+ parts.append(_wall_box(wall, u, bot - 0.012, bw - 0.005, 0.022, 0.03, white, out=0.058, name=px + "_rail"))
+ else:
+ woven = _weave("Blind_Woven", "#cfb183")
+ bar = _flat("Blind_Bar", "#8f6f45", rough=0.65)
+ parts.append(_wall_box(wall, u, top, bw, 0.055, 0.055, woven, out=0.055, name=px + "_roll"))
+ dmax = top - 0.03 - (sill + 0.05)
+ dlen = max(0.12, drop * dmax)
+ parts.append(_wall_box(wall, u, top - 0.028 - dlen / 2.0, bw, dlen, 0.012, woven, out=0.085, name=px + "_panel"))
+ parts.append(_wall_box(wall, u, top - 0.028 - dlen - 0.012, bw + 0.012, 0.026, 0.02, bar, out=0.082, name=px + "_bar"))
+ group_fixture(f"Blind{idx}", "blind", parts)
+
+
+def _all_blinds():
+ # (blind idx, opening, drop fraction, cellular) — drops read off the stitches
+ for idx, opname, drop, cel in (
+ ("0", "Window0", 1.00, True), # Wall0: white cellular, fully down
+ ("1", "Window1", 0.30, False), # Wall1: mostly up (sky visible)
+ ("5", "Window5", 0.75, False),
+ ("6", "Window6", 0.80, False),
+ ("7", "Window7", 0.85, False),
+ ("2", "Window2", 0.55, False), # Wall2: half down, glass visible below
+ ("3", "Window3", 1.00, False),
+ ("8", "Window8", 1.00, False),
+ ("4", "Window4", 0.65, False), # Wall3
+ ("9", "Window9", 0.75, False),
+ ):
+ _blind(idx, opname, drop, cel)
+
+
+# ---------------------------------------------------------------- Wall0 decor
+def _wall0_decor():
+ wall = "Wall0"
+ s, d, n, _L = _wall_uframe(wall)
+ gold = _flat("Gold", "#d4a017", rough=0.3, metal=1.0)
+ mirror = _flat("Mirror", "#dde6ea", rough=0.05, metal=1.0)
+ dark = _flat("DarkMetal", "#33363a", rough=0.5)
+ towel_a = _flat("Towel", "#48545e", rough=0.95)
+ towel_b = _flat("Towel_Fold", "#3f4a54", rough=0.95)
+ white = _flat("Plastic_White", "#f1efe9", rough=0.4)
+
+ # SunMirror0 — gold sunburst mirror: back ring + mirror disc + 16 rays
+ u0, z0 = 1.74, 1.93
+ base = s + d * u0
+ parts = [
+ _cyl("Wall0_Sun_ring", (base.x + n.x * 0.016, base.y + n.y * 0.016, FZ + z0), n, 0.185, 0.028, gold),
+ _cyl("Wall0_Sun_glass", (base.x + n.x * 0.034, base.y + n.y * 0.034, FZ + z0), n, 0.11, 0.01, mirror),
+ ]
+ for i in range(16):
+ a = i * math.tau / 16.0
+ rd = math.cos(a) * d + math.sin(a) * Vector((0, 0, 1))
+ ln = 0.18 if i % 2 == 0 else 0.12
+ rc = base + n * 0.016 + rd * (0.16 + ln / 2.0)
+ parts.append(
+ _part(f"Wall0_Sun_ray{i}", (rc.x, rc.y, FZ + z0 + rd.z * (0.16 + ln / 2.0)), rd, n, ln, 0.02, 0.05, gold)
+ )
+ group_fixture("SunMirror0", "mirror", parts)
+
+ # Towel0 — hook + hanging towel with a second draped fold layer
+ ut = 1.95
+ parts = [
+ _wall_box(wall, ut, 2.06, 0.03, 0.05, 0.05, dark, out=0.0, name="Wall0_Towel_hook"),
+ _wall_box(wall, ut, 2.045, 0.34, 0.06, 0.10, towel_a, out=0.01, name="Wall0_Towel_cap"),
+ _wall_box(wall, ut, 1.665, 0.34, 0.73, 0.035, towel_a, out=0.05, name="Wall0_Towel_main"),
+ _wall_box(wall, ut + 0.02, 1.73, 0.26, 0.52, 0.03, towel_b, out=0.088, name="Wall0_Towel_fold"),
+ ]
+ group_fixture("Towel0", "towel", parts)
+
+ # Thermostat0 — wall plate + body + dark display strip
+ parts = [
+ _wall_box(wall, 1.86, 1.44, 0.115, 0.135, 0.012, white, out=0.0, name="Wall0_Thermo_plate"),
+ _wall_box(wall, 1.86, 1.44, 0.08, 0.08, 0.022, white, out=0.012, name="Wall0_Thermo_body"),
+ _wall_box(wall, 1.86, 1.455, 0.05, 0.02, 0.005, dark, out=0.034, name="Wall0_Thermo_lcd"),
+ ]
+ group_fixture("Thermostat0", "thermostat", parts)
+
+
+# ---------------------------------------------------------------- lanterns (Wall1 window run)
+def _lanterns():
+ s, d, n, _L = _wall_uframe("Wall1")
+ dark = _flat("DarkMetal", "#33363a", rough=0.5)
+ cols = ("#d2691e", "#b03030", "#d9a520", "#2e8f8a", "#b03a8c", "#d8c150")
+ parts = []
+ for i, (u, rl) in enumerate(((0.5, 0.25), (1.2, 0.45), (2.0, 0.18), (2.7, 0.50), (3.5, 0.30), (4.15, 0.40))):
+ c = s + d * u + n * 0.35
+ glass = _flat(f"Lantern_{i}", cols[i], rough=0.3)
+ parts.append(_part(f"Wall1_Lant{i}_rod", (c.x, c.y, CZ - rl / 2.0), d, n, 0.008, 0.008, rl, dark))
+ parts.append(_part(f"Wall1_Lant{i}_cap", (c.x, c.y, CZ - rl - 0.015), d, n, 0.12, 0.12, 0.03, dark))
+ parts.append(_part(f"Wall1_Lant{i}_body", (c.x, c.y, CZ - rl - 0.105), d, n, 0.10, 0.10, 0.15, glass))
+ parts.append(_part(f"Wall1_Lant{i}_tip", (c.x, c.y, CZ - rl - 0.20), d, n, 0.05, 0.05, 0.04, dark))
+ group_fixture("Lanterns0", "lantern", parts)
+
+
+# ---------------------------------------------------------------- ceiling fixtures
+def _ceiling_fixtures():
+ white = _flat("Unit_White", "#eceae4", rough=0.5)
+ grille = _flat("Unit_Grille", "#c9c7bf", rough=0.6)
+ dark = _flat("DarkMetal", "#33363a", rough=0.5)
+
+ # CeilingUnit0 — flat heater/AC: body + recessed grille + louvre slats
+ d0 = _wall_uframe("Wall0")[1]
+ y0 = Vector((-d0.y, d0.x, 0.0))
+ bx, by = 2.0, -0.1
+ parts = [
+ _part("Ceiling0_Unit_body", (bx, by, CZ - 0.045), d0, y0, 0.88, 0.46, 0.09, white),
+ _part("Ceiling0_Unit_panel", (bx, by, CZ - 0.092), d0, y0, 0.72, 0.30, 0.012, grille),
+ ]
+ for i in range(9):
+ off = (i - 4) * 0.075
+ c = Vector((bx, by, 0.0)) + d0 * off
+ parts.append(_part(f"Ceiling0_Unit_slat{i}", (c.x, c.y, CZ - 0.10), d0, y0, 0.018, 0.28, 0.02, white))
+ group_fixture("CeilingUnit0", "ac", parts)
+
+ # Vent0 — small round ceiling vent: outer ring + dark inner disc
+ parts = [
+ _cyl("Ceiling0_Vent_ring", (1.55, 0.35, CZ - 0.008), (0, 0, 1), 0.085, 0.02, grille),
+ _cyl("Ceiling0_Vent_core", (1.55, 0.35, CZ - 0.014), (0, 0, 1), 0.06, 0.014, dark),
+ ]
+ group_fixture("Vent0", "vent", parts)
+
+ # CeilingLights0 — five warm surface-mounted puck lights
+ lens = _flat("Puck_Lens", "#ffdf9e", rough=0.4, emit="#ffcf7a", emit_strength=6.0)
+ parts = []
+ for i, (x, y) in enumerate(((2.4, 1.8), (1.7, -0.9), (-0.6, 0.0), (-0.1, 2.6), (1.1, 1.0))):
+ parts.append(_cyl(f"Ceiling0_Puck{i}_body", (x, y, CZ - 0.016), (0, 0, 1), 0.062, 0.032, white))
+ parts.append(_cyl(f"Ceiling0_Puck{i}_lens", (x, y, CZ - 0.034), (0, 0, 1), 0.047, 0.01, lens))
+ group_fixture("CeilingLights0", "light", parts)
+
+
+def _recolor_doors():
+ """The real doors are white/cream; the recon GLBs come in grey — repaint."""
+ doormat = _flat("Door_White", "#e9e7dd", rough=0.55)
+ for h in bpy.data.objects:
+ if h.type == "EMPTY" and h.get("category") == "door":
+ for m in mesh_descendants(h):
+ m.data.materials.clear()
+ m.data.materials.append(doormat)
+
+
+def harness_stage(scene):
+ """Materials + ceiling + every wall/ceiling fixture, on top of the blank build."""
+ print("=== harness layer: materials + ceiling + fixtures ===")
+ _shell_materials()
+ _recolor_doors()
+ _build_ceiling()
+ for opname in ADDED_WINDOWS:
+ _win_assembly(scene, opname)
+ _all_blinds()
+ _wall0_decor()
+ _lanterns()
+ _ceiling_fixtures()
+ bpy.context.view_layer.update()
+
+
+# ============================================================================
# main
# ============================================================================
def main():
scene = RoomScene().build()
+ harness_stage(scene)
+ scene.index()
scene.summary()
scene.export_glb()
@@ -1281,4 +1743,44 @@
"height": 1.5273,
"sill": 0.7534
+ },
+ "Window5": {
+ "wall": "Wall1",
+ "type": "window",
+ "offset": 2.89,
+ "width": 0.9,
+ "height": 1.678,
+ "sill": 0.5923
+ },
+ "Window6": {
+ "wall": "Wall1",
+ "type": "window",
+ "offset": 1.72,
+ "width": 0.9,
+ "height": 1.678,
+ "sill": 0.5923
+ },
+ "Window7": {
+ "wall": "Wall1",
+ "type": "window",
+ "offset": 0.63,
+ "width": 0.9,
+ "height": 1.678,
+ "sill": 0.5923
+ },
+ "Window8": {
+ "wall": "Wall2",
+ "type": "window",
+ "offset": 0.62,
+ "width": 0.9,
+ "height": 1.6735,
+ "sill": 0.6104
+ },
+ "Window9": {
+ "wall": "Wall3",
+ "type": "window",
+ "offset": 2.78,
+ "width": 0.87,
+ "height": 1.5273,
+ "sill": 0.7534
}
},

③ QC pass(es)

qc · qc_20260720_061610.log

qc · qc_20260720_061712.log

STEP #1
I'll start by reading the Room.md and Room.py in the QC working directory, then check against the stitches.
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash📄 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
STEP #2
The stitches match the authored layout. Now let me check the procedural window/door objects for glass transparency and articulation.
⌘ Bash· Grep⌘ Bash⌘ Bash📄 Read /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📄 Read /scratch2/code/LiteReality_to_share/agen
👁INSPECT #3
Now render a baseline of the room as-is.
🖼 render room⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ 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⌘ Bash⌘ Bash
STEP #4
This window GLB has a baked-in roller blind and a fixed glass light. Let me check what articulation helpers exist in the static files.
⌘ Bash
STEP #5
All helpers exist. Now let me look at the build tails of the other two static windows.
⌘ Bash⌘ Bash
✏️EDIT #6
Now let me see Wall2_Window_3's tail, and understand how the room build resolves/regenerates object GLBs.
⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash✏️ 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
STEP #7
Now the three static window GLBs. First check `math` is imported in each:
⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash
STEP #8
Now rebuild the three edited window GLBs into `_scene_assets/glb/` (used by the renderer):
⌘ Bash
STEP #9
Hardlinked — writing in place updates both. Build the three GLBs:
⌘ Bash⌘ Bash⌘ Bash⌘ Bash
STEP #10
Textures are materialized under `room_preview/Object/<name>_textures`. Rebuild with the right texdirs:
⌘ 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⌘ 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 #11
Let me zoom into the Bed0 render to check the mattress, and pick better frames for Table0:
⌘ Bash📄 Read /tmp/bed_render_zoom.png📄 Read /tmp/bed_real_zoom.png✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen
STEP #12
Now let me verify the openings in-context using the wall-frame comparisons from the last render pass:
📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
✏️EDIT #13
Now re-render Wall0 to verify the decor tune:
⌘ Bash⌘ Bash📄 Read /tmp/w0_render_zoom.png⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash✏️ Write /home/zelda/zh340/.claude/projects/-scra⌘ Bash
STEP #14
QC pass complete. All edits are minimal and verified by render against the stitches; Room.py stays valid Python, walls/openings/furniture untouched. S
QC pass complete. All edits are minimal and verified by render against the stitches; Room.py stays valid Python, walls/openings/furniture untouched. Summary per checklist: **Openings & glass** - All 11 openings are true cuts filled by real leaves — verified in perspective renders (no slabs/cards blocking; the emissive daylight cards sit *behind* window glass, the established pattern for lit windows). - **Transparent glass everywhere**: the 5 authored windows (Window5–9) used an alpha-blend fake — replaced with a new `_glassmat()` (Principled Transmission 1.0, roughness 0.05, light tint) in `Room.py`. The 6 GLB windows already had Transmission ~0.92 glass. - **All windows now articulate.** Three GLB windows were static; I gave each a top-hinged awning sash (sash ring + glass joined with origin on the hinge line, revolute about X, opening outward): `Wall0_Window_0`, `Wall3_Window_4`, and both lights of `Wall2_Window_3`. Rebuilt their GLBs into `_scene_assets/glb/` + `room_preview/Object/` (first rebuild silently lost textures — the materialized texdirs live under `room_preview/Object/<n>_textures`, fixed). The 5 authored windows got an operable lower single-hung sash (split glass into fixed upper light + sliding lower glass + meeting rail on a keyframed pivot). - **All 10 blinds articulate**: hanging panel/pleat-stack + bottom rail now parented to a roll pivot at the headrail, keyframed closed→rolled-up→closed; anchored above the glass so open ≠ covering the frame. Rest pose stays exactly as the stitches show (drops unchanged). - Window unification: Wall1's three added windows share ONE design/size; Window8/Window9 reuse their wall-mates' sill/height; all authored frames share the same two materials. No destructive GLB replacement needed. - Hydraulic closer: neither real door has one — nothing added. **Wall fixtures** - **Wall0**: the sunburst mirror (rays reached u≈2.08) and towel (u≈2.12) overlapped the Door1 opening (starts u=2.0006). Mirror shrunk/raised to u=1.62, z=2.02 (span u 1.35–1.89), towel moved to u=1.82 with top lowered to ~1.91 — both now clear of Door1 and Window0, and the towel no longer hides the mirror (verified in frame-4 render vs the real photo). Thermostat already clear. **Materials & lighting** — no changes needed: ceiling is materialed (pale-yellow paint) with only real emitters (5 puck lights). **Per-object QC** (one check each vs `reference_1024`): Bed0 black storage bed + white mattress ✓, Sofa0 brown L-sectional ✓, Sofa1 grey chaise sectional ✓, Table0 white cube table ✓ — no major mismatches. Doors/windows in-context: correct scale, hinge sides, none floating. The final `build_from_room` compile exports Room.glb with **26 animation clips** (10 blind rolls, 5 sash slides, 4 awning swings, the original door/sash clips, bed drawers), all resting closed. Hardlinks between `output/` and `final_results/` survived every edit.

④ Reference images used

Object references (object refs)real crop → reference · 4
captured crop
reference used
captured crop
reference used
captured crop
reference used
captured crop
reference used
Object references (opening refs)real crop → reference · 7
captured crop
reference used
captured crop
reference used
captured crop
reference used
captured crop
reference used
captured crop
reference used
captured crop
reference used
captured crop
reference used
Surface references (per-wall stitches)authoring ground truth · 6

Final — render | photo

photo
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