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:
scene · scene_frame_00004
scene · scene_frame_00008
scene · scene_frame_00012
scene · scene_frame_00024
scene · scene_frame_00025
scene · scene_frame_00026⌘ 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
surface · Wall0_compare
surface · Wall0_frame_00004
surface · Wall0_frame_00022
surface · Wall0_frame_00024
surface · Wall1_compare
surface · Wall1_frame_00011
surface · Wall1_frame_00020
surface · Wall1_frame_00021
surface · Wall2_compare
surface · Wall2_frame_00022
surface · Wall2_frame_00023
surface · Wall2_frame_00024
surface · Wall3_compare
surface · Wall3_frame_00004
surface · Wall3_frame_00008
surface · Wall3_frame_00011Authoring — 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'}
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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
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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








Object references (opening refs)real crop → reference · 7














Final — render | photo













