MIL-Meeting-Zhening — how it was made

← back to reconstruction

① One-shot authoring

model claude-fable-5 · 64 tool calls · 19m18s · cost $11.870368000000001
STEP #1
I'll start by reading Room.md and Room.py in full to learn the helper API.
📄 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
👁INSPECT #2
Now reading the remaining stitches:
📄 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🎞 select_views Wall0🎞 select_views Wall2🎞 select_views Wall3
STEP #3
The MCP tools need an explicit scan path — matching my memory note. Let me check the recipe:
📄 Read /home/zelda/zh340/.claude/projects/-scra
STEP #4
I'll pick per-wall frames myself from the ARKit poses, as my memory notes describe:
⌘ Bash
✏️EDIT #5
Now let me read the key raw frames to verify fixture positions (stitches can mirror):
📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen🎨 fetch_material blue office carpet low pile✏️ Edit /scratch2/code/LiteReality_to_share/agen
✏️EDIT #6
Now update `main()` to run the harness stage before export:
✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash
✏️EDIT #7
Compiles. Now render — first check the build runs and the bare shell reads right. I'll use the batch wall-focus API from my memory note (one Blender p
⌘ Bash⌘ Bash⌘ Bash📄 Read /tmp/mil_r1/Wall0_frame_00019.png📄 Read /tmp/mil_r1/Wall0_frame_00034.png📄 Read /tmp/mil_r1/Wall1_frame_00022.png📄 Read /tmp/mil_r1/Wall2_frame_00027.png📄 Read /tmp/mil_r1/Wall2_frame_00029.png📄 Read /tmp/mil_r1/Wall3_frame_00047.png📄 Read /tmp/mil_r1/Wall4_frame_00016.png✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash📄 Read /tmp/mil_r2/Wall0_frame_00019.png📄 Read /tmp/mil_r2/Wall0_frame_00074.png📄 Read /tmp/mil_r2/Wall1_frame_00022.png📄 Read /tmp/mil_r2/Wall2_frame_00027.png⌘ Bash⌘ Bash📄 Read /tmp/mil_r3/Wall0_frame_00001.png📄 Read /tmp/mil_r3/Wall4_frame_00016.png
✏️EDIT #8
Both ceiling diffuser and wall details verify well. Final gate with the critic on the key walls:
⚖️ critic✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash📄 Read /tmp/mil_r4/Wall0_frame_00019.png📄 Read /tmp/mil_r4/Wall2_frame_00027.png✏️ Write /home/zelda/zh340/.claude/projects/-scra✏️ Edit /home/zelda/zh340/.claude/projects/-scra📄 Read /home/zelda/zh340/.claude/projects/-scra✏️ Edit /home/zelda/zh340/.claude/projects/-scra
STEP #9
Done. `Room.py` compiles and rebuilds the full room; every wall was render-verified against its capture frame with the fixtures reading as 3D assembli

Authoring — model summary

Done. `Room.py` compiles and rebuilds the full room; every wall was render-verified against its capture frame with the fixtures reading as 3D assemblies, not slabs. ## Structure + materials (job 1) - **Structural fix:** Wall4's end overshot the Wall3 corner by 0.4 m along its own line — trimmed to the shared corner `[-1.4859, 0.8833]` (matches the floor polygon; Door0 offset unaffected). Openings and heights otherwise matched the photos. - **Added the missing `Ceiling0` mesh** at ceiling_z from the wall-corner cycle. - **Materials:** Floor0 = fetched Poly Haven carpet recoloured to denim blue (box-projected, no UVs needed); Wall0 light grey over a dark panelled dado; Wall1 dark anthracite (glazed wall); Wall2/3/4 light greys/white; Ceiling0 off-white. Bare-shell colours were checked in the first render pass before fixture tuning. ## Fixtures per wall (all built via `group_fixture`, hide-as-one-unit) - **Wall0** (verified frames 19, 34, 74, 1): `Whiteboard0`/`Whiteboard1` — 4 alu frame bars + recessed face + tray base + proud tray lip + red eraser each; `Trunking0` — grey divider channel + proud lid between the boards; `Riser0` — boxed white corner riser + 2 socket plates + emissive orange pilot; `Socket0-2` — faceplate + 2 raised outlets each; `Dado0` — back panel + top rail + 4 vertical seam covers. - **Wall1** (verified frame 22): `Blind0` — headrail + 12-slat venetian loop + bottom rail + 2 cords + emissive daylight card in the window recess (the recon glass rendered black); `Sill0` — dark sill board + proud nose. - **Wall2** (verified frames 27, 29): `ProjScreen0` — case + shadow line + 2 end caps + fabric drop + dark bottom bar; `WallUnit0` — body + 5 louvres + bezel + emissive blue LED clock; `Poster0` — card + printed inset; `Switch1` — plate + rocker; `Alarm0` — base + red sounder; `Extinguisher0` — body + valve + hose. - **Wall3** (verified frame 47): `Cabinet0` — carcass + 2 proud doors + 2 alu bar handles + 4 coloured binders on top. - **Wall4** (verified frame 16): `Switch0` — plate + rocker; `Sensor0` — body + LED (door leaf/closer come from the procedural Door0 asset). - **Ceiling** (verified frames 1, 16): `Vent0`/`Vent1` — 4-step louvre diffusers; `AC0` — cassette body + grille + 4 vanes; `Light0`/`Light1` — alu frame + emissive LED panel. The critic pass drove two corrections (the grey divider strip and the screen-case contrast); its remaining complaints target the procedural door/window assets and scanned opening sizes, which are outsi ✓ [3/6] one-shot authoring · 19m19s ⊘ [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): 5 walls, 4 openings, 20 objects(无 usdz) thickened 5 walls outward to ~0.1 m cut 4/4 openings {'Door0': 'Wall4', 'Door1': 'Wall1', 'Window0': 'Wall1', 'Window1': 'Wall2'} 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node Table_Top 11:52:55 | INFO: Blender create Mesh node Cube 11:52:55 | INFO: Blender create Mesh node Cube.003 11:52:55 | INFO: glTF import finished in 0.01s MISSING /scratch2/code/LiteReality_to_share/agentic_litereality/output/MIL-Meeting-Zhening/scene_stage/_oneshot/room_preview/Object/Table1.glb 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node Cube 11:52:55 | INFO: glTF import finished in 0.00s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node Cube 11:52:55 | INFO: Blender create Mesh node Cube.002 11:52:55 | INFO: Blender create Mesh node Cube.006 11:52:55 | INFO: glTF import finished in 0.00s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node Cube 11:52:55 | INFO: Blender create Mesh node Cylinder.002 11:52:55 | INFO: Blender create Mesh node Cylinder.003 11:52:55 | INFO: Blender create Mesh node Cylinder.004 11:52:55 | INFO: Blender create Mesh node Cylinder.005 11:52:55 | INFO: Blender create Mesh node Cylinder.006 11:52:55 | INFO: Blender create Mesh node Cylinder.007 11:52:55 | INFO: Blender create Mesh node Cube.003 11:52:55 | INFO: Blender create Mesh node Cube.004 11:52:55 | INFO: Blender create Mesh node Cube.012 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node Cube 11:52:55 | INFO: Blender create Mesh node Cube.016 11:52:55 | INFO: Blender create Mesh node Cylinder 11:52:55 | INFO: Blender create Mesh node Cube.004 11:52:55 | INFO: Blender create Mesh node Cube.006 11:52:55 | INFO: Blender create Mesh node Cube.011 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node Cube 11:52:55 | INFO: Blender create Mesh node Cube.010 11:52:55 | INFO: Blender create Mesh node Cube.009 11:52:55 | INFO: Blender create Mesh node Cylinder 11:52:55 | INFO: Blender create Mesh node Cube.008 11:52:55 | INFO: Blender create Mesh node Cube.004 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node Cube 11:52:55 | INFO: Blender create Mesh node Cube.003 11:52:55 | INFO: Blender create Mesh node Cube.007 11:52:55 | INFO: Blender create Mesh node Cube.006 11:52:55 | INFO: Blender create Mesh node Cylinder 11:52:55 | INFO: Blender create Mesh node Cylinder.001 11:52:55 | INFO: Blender create Mesh node Cylinder.002 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s 11:52:55 | INFO: Data are loaded, start creating Blender stuff 11:52:55 | INFO: Blender create Mesh node geometry_0 11:52:55 | INFO: glTF import finished in 0.01s placed 23 asset instances dropped 1 empty object box(es) (no GLB generated): ['Table1'] built 0 capture cameras indexed 29 objects, 0 cameras floor-grounded 0 visible piece(s) harness stage: materials + ceiling + fixtures built === ROOM SCENE (blank) === ac_unit : AC0 blind : Blind0 cabinet : Cabinet0 cable_trunking: Riser0, Trunking0 ceiling : Ceiling0 ceiling_light: Light0, Light1 ceiling_vent: Vent0, Vent1 chair : Chair0, Chair1, Chair10, Chair11, Chair12, Chair13, Chair14, Chair15, Chair2, Chair3, Chair4, Chair5, Chair6, Chair7, Chair8, Chair9 dado : Dado0 door : Door0, Door1 fire_alarm: Alarm0 fire_extinguisher: Extinguisher0 floor : Floor0 notice : Poster0 projection_screen: ProjScreen0 sensor : Sensor0 sill : Sill0 socket : Socket0, Socket1, Socket2 switch : Switch0, Switch1 table : Table0, Table2 television: Television0 wall : Wall0, Wall1, Wall2, Wall3, Wall4 wall_unit: WallUnit0 whiteboard: Whiteboard0, Whiteboard1 window : Window0, Window1 placeable surfaces (top z): Cabinet0 z=0.560 center=[-0.8781, 1.33, -0.5199] Table0 z=-0.868 center=[1.3833, 0.33, -1.2341] Table2 z=-1.089 center=[1.4206, -2.6269, -1.3443] 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 11:52:55 | INFO: Starting glTF 2.0 export 11:52:55 | INFO: Extracting primitive: Floor0 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: Wall0 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: Wall1 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: Wall2 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: Wall3 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: Wall4 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: Ceiling0 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: Table_Top 11:52:56 | 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. 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: Cube 11:52:56 | INFO: Primitives created: 3 11:52:56 | INFO: Extracting primitive: Cube.003 11:52:56 | INFO: Primitives created: 3 11:52:56 | INFO: Extracting primitive: Cube.001 11:52:56 | 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. 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: Cube.002 11:52:56 | INFO: Primitives created: 2 11:52:56 | INFO: Extracting primitive: Cube.004 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: Cube.006 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: geometry_0 11:52:56 | 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. 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: geometry_0.001 11:52:56 | 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. 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: geometry_0.002 11:52:56 | 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. 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: geometry_0.003 11:52:56 | 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. 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: geometry_0.004 11:52:56 | 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. 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: geometry_0.005 11:52:56 | 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. 11:52:56 | INFO: Primitives created: 1 11:52:56 | INFO: Extracting primitive: geometry_0.006 11:52:57 | 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. 11:52:57 | INFO: Primitives created: 1 11:52:57 | INFO: Extracting primitive: geometry_0.007 11:52:57 | 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. 11:52:57 | INFO: Primitives created: 1 11:52:57 | INFO: Extracting primitive: geometry_0.008 11:52:57 | 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. 11:52:57 | INFO: Primitives created: 1 11:52:57 | INFO: Extracting primitive: geometry_0.009 11:52:57 | 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. 11:52:57 | INFO: Primitives created: 1 11:52:57 | INFO: Extracting primitive: geometry_0.010 11:52:57 | 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. 11:52:57 | INFO: Primitives created: 1 11:52:57 | INFO: Extracting primitive: geometry_0.011 11:52:58 | 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. 11:52:58 | INFO: Primitives created: 1 11:52:58 | INFO: Extracting primitive: geometry_0.012 11:52:58 | 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. 11:52:58 | INFO: Primitives created: 1 11:52:58 | INFO: Extracting primitive: geometry_0.013 11:52:58 | 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. 11:52:58 | INFO: Primitives created: 1 11:52:58 | INFO: Extracting primitive: geometry_0.014 11:52:58 | 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. 11:52:58 | INFO: Primitives created: 1 11:52:58 | INFO: Extracting primitive: geometry_0.015 11:52:59 | 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. 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.005 11:52:59 | 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. 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cylinder.002 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cylinder.003 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cylinder.004 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cylinder.005 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cylinder.006 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cylinder.007 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.007 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.008 11:52:59 | INFO: Primitives created: 3 11:52:59 | INFO: Extracting primitive: Cube.012 11:52:59 | INFO: Primitives created: 3 11:52:59 | INFO: Extracting primitive: Plane 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.009 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.016 11:52:59 | 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. 11:52:59 | INFO: Primitives created: 3 11:52:59 | INFO: Extracting primitive: Cylinder 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.010 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.011 11:52:59 | INFO: Primitives created: 2 11:52:59 | INFO: Extracting primitive: Cube.013 11:52:59 | INFO: Primitives created: 2 11:52:59 | INFO: Extracting primitive: Plane.001 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.014 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.015 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.017 11:52:59 | 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. 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cylinder.001 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.018 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.019 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.020 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.021 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cube.022 11:52:59 | 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. 11:52:59 | INFO: Primitives created: 4 11:52:59 | INFO: Extracting primitive: Cube.023 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cylinder.008 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cylinder.009 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cylinder.010 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard0_bar_bot 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard0_bar_l 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard0_bar_r 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard0_bar_top 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard0_eraser 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard0_face 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard0_tray 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard0_tray_lip 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard1_bar_bot 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard1_bar_l 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard1_bar_r 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard1_bar_top 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard1_eraser 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard1_face 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard1_tray 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Whiteboard1_tray_lip 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Trunking0_channel 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Trunking0_lid 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Riser0_body 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Riser0_pilot 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Riser0_socket0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Riser0_socket1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Socket0_outlet0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Socket0_outlet1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Socket0_plate 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Socket1_outlet0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Socket1_outlet1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Socket1_plate 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Socket2_outlet0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Socket2_outlet1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Socket2_plate 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Dado0_panel 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Dado0_rail 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Dado0_seam0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Dado0_seam1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Dado0_seam2 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Dado0_seam3 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_cord0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_cord1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_daylight 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_head 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_rail 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat10 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat11 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat12 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat2 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat3 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat4 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat5 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat6 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat7 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat8 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Blind0_slat9 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Sill0_board 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Sill0_nose 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: ProjScreen0_bar 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: ProjScreen0_cap_l 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: ProjScreen0_cap_r 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: ProjScreen0_case 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: ProjScreen0_case_shadowline 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: ProjScreen0_fabric 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: WallUnit0_body 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: WallUnit0_display 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: WallUnit0_display_bezel 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: WallUnit0_louvre0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: WallUnit0_louvre1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: WallUnit0_louvre2 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: WallUnit0_louvre3 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: WallUnit0_louvre4 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Poster0_card 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Poster0_print 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Switch1_plate 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Switch1_rocker 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Alarm0_base 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Alarm0_bell 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Extinguisher0_body 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Extinguisher0_hose 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Extinguisher0_valve 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cabinet0_binder0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cabinet0_binder1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cabinet0_binder2 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cabinet0_binder3 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cabinet0_carcass 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cabinet0_door0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cabinet0_door1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cabinet0_handle0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Cabinet0_handle1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Switch0_plate 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Switch0_rocker 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Sensor0_body 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Sensor0_led 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Vent0_base 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Vent0_step0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Vent0_step1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Vent0_step2 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Vent1_base 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Vent1_step0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Vent1_step1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Vent1_step2 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: AC0_body 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: AC0_grille 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: AC0_vane0 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: AC0_vane1 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: AC0_vane2 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: AC0_vane3 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Light0_frame 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Light0_panel 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Light1_frame 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Extracting primitive: Light1_panel 11:52:59 | INFO: Primitives created: 1 11:52:59 | INFO: Finished glTF 2.0 export in 3.444434642791748 s EXPORTED -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/MIL-Meeting-Zhening/scene_stage/_oneshot/room_preview/Room.glb (29298 KB) LAYOUT -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/MIL-Meeting-Zhening/scene_stage/_oneshot/room_preview/room_layout.json (54 objects, 0 cameras) Info: Saved as "Room.blend" BLEND -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/MIL-Meeting-Zhening/scene_stage/_oneshot/room_preview/Room.blend (77596 KB) COPIED -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/MIL-Meeting-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 13 个物体 === tex Table0: 重建 4 张贴图 regen Table0 (object.py) tex Table1: 重建 3 张贴图 regen Table1 (object.py) ! 失败: File "/scratch2/code/LiteReality_to_share/agentic_litereality/final_results/MIL-Meeting-Zhening/scene_stage/_oneshot/room/Objects/Procedural/Table1/object.py", line 502 ) ^ SyntaxError: unmatched ')' tex Table2: 重建 4 张贴图 regen Table2 (object.py) regen Television0 (object.py) tex Wall1_Door_1: 重建 4 张贴图 regen Wall1_Door_1 (object.py) tex Wall1_Window_0: 重建 1 张贴图 regen Wall1_Window_0 (object.py) tex Wall2_Window_1: 重建 1 张贴图 regen Wall2_Window_1 (object.py) tex Wall4_Door_0: 重建 4 张贴图 regen Wall4_Door_0 (object.py) wrap ChairCluster0 (object.py) wrap ChairCluster1 (object.py) wrap ChairCluster2 (object.py) wrap ChairCluster3 (object.py) wrap ChairCluster4 (object.py) === 装配(无 frames(仅几何),外壳来自 Room.py 的 SHELL)-> Room.glb + Room.blend === 物化 12/13 个物体 — 失败: ['Table1'] Room_preview -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/MIL-Meeting-Zhening/scene_stage/_oneshot/room_preview viewer → /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/MIL-Meeting-Zhening/MIL-Meeting-Zhening.html (15.2 MB, self-contained) final_results → /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/MIL-Meeting-Zhening ✓ [6/6] export three.js viewer · 17s ╭────────── MIL-Meeting-Zhening ──────────╮ ✓ init (skipped) 0s ✓ stitches (skipped) 0s ✓ one-shot authoring 19m19s ✓ obj refine (skipped) 0s ✓ wall refine (skipped) 0s ✓ export three.js viewer 17s total 19m36s viewer /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/MIL-Meeting-Zhening/MIL-Meeting-Zhening.html room /scratch2/code/LiteReality_to_share/agentic_litereality/output/MIL-Meeting-Zhening/scene_stage/_oneshot/room/Room.py ╰────────────────────────────────────────────────╯

② Code changes

Room.py diffseed (blank shell) → authored
+498 −2 lines · seed → authored Room.py
@@ -1163,4 +1163,6 @@
def main():
scene = RoomScene().build()
+ harness_stage(scene) # materials + ceiling + wall fixtures (defined below)
+ scene.index()
scene.summary()
scene.export_glb()
@@ -1230,6 +1232,6 @@
],
"end": [
- -1.5397,
- 1.277
+ -1.4859,
+ 0.8833
],
"thickness": 0.0001
@@ -1809,4 +1811,498 @@
+# ===========================================================================
+# HARNESS STAGE — materials for every surface, the missing ceiling, and the
+# wall fixtures the photos show. Every fixture is a MULTI-PART assembly
+# bundled into ONE named hide-as-a-unit group via group_fixture().
+# ===========================================================================
+MAT_DIR = os.path.join(HERE, "materials")
+FLOOR_Z = SHELL["floor_z"]
+CEIL_Z = SHELL["ceiling_z"]
+WALL_H = CEIL_Z - FLOOR_Z # 2.4505 m
+GRID_YAW = -36.41 # ceiling grid runs parallel to Wall0
+
+
+def _hex(h):
+ h = h.lstrip("#")
+ return tuple(int(h[i:i + 2], 16) / 255.0 for i in (0, 2, 4))
+
+
+def _pbr(name, hexcol, rough=0.8, metal=0.0):
+ mat = bpy.data.materials.get(name)
+ if mat is not None:
+ return mat
+ mat = bpy.data.materials.new(name)
+ mat.use_nodes = True
+ nt = mat.node_tree
+ nt.nodes.clear()
+ out = nt.nodes.new("ShaderNodeOutputMaterial")
+ b = nt.nodes.new("ShaderNodeBsdfPrincipled")
+ nt.links.new(b.outputs["BSDF"], out.inputs["Surface"])
+ b.inputs["Base Color"].default_value = (*srgb_to_linear(_hex(hexcol)), 1.0)
+ b.inputs["Roughness"].default_value = rough
+ if "Metallic" in b.inputs:
+ b.inputs["Metallic"].default_value = metal
+ return mat
+
+
+def _emit(name, hexcol, strength):
+ 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")
+ e = nt.nodes.new("ShaderNodeEmission")
+ e.inputs["Color"].default_value = (*srgb_to_linear(_hex(hexcol)), 1.0)
+ e.inputs["Strength"].default_value = strength
+ nt.links.new(e.outputs["Emission"], out.inputs["Surface"])
+ return mat
+
+
+def _tex_pbr(name, base, metres=2.0, rough=0.8):
+ """Image PBR (materials/<base>_{diff,rough,normal}.jpg) box-projected in
+ world metres — shell meshes carry no UVs, so Object coords do the mapping."""
+ 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"])
+ tc = nt.nodes.new("ShaderNodeTexCoord")
+ mp = nt.nodes.new("ShaderNodeMapping")
+ mp.inputs["Scale"].default_value = (1.0 / metres,) * 3
+ nt.links.new(tc.outputs["Object"], mp.inputs["Vector"])
+
+ def img(suffix, noncolor):
+ p = os.path.join(MAT_DIR, f"{base}_{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.projection = "BOX"
+ n.projection_blend = 0.3
+ if noncolor:
+ n.image.colorspace_settings.name = "Non-Color"
+ nt.links.new(mp.outputs["Vector"], n.inputs["Vector"])
+ return n
+
+ d = img("diff", False)
+ if d:
+ nt.links.new(d.outputs["Color"], b.inputs["Base Color"])
+ r = img("rough", True)
+ if r:
+ nt.links.new(r.outputs["Color"], b.inputs["Roughness"])
+ else:
+ b.inputs["Roughness"].default_value = rough
+ nm = img("normal", True)
+ if nm:
+ nmap = nt.nodes.new("ShaderNodeNormalMap")
+ nt.links.new(nm.outputs["Color"], nmap.inputs["Color"])
+ nt.links.new(nmap.outputs["Normal"], b.inputs["Normal"])
+ return mat
+
+
+def _room_centre2d():
+ pts = [w["start"] for w in SHELL["walls"].values()]
+ return (sum(p[0] for p in pts) / len(pts), sum(p[1] for p in pts) / len(pts))
+
+
+def _wall_frame2(wall):
+ """(start, along-dir, INTERIOR normal, length) of a SHELL wall on the floor plane."""
+ w = SHELL["walls"][wall]
+ s = Vector((w["start"][0], w["start"][1], 0.0))
+ e = Vector((w["end"][0], w["end"][1], 0.0))
+ d = e - s
+ L = d.length
+ d = d / L
+ n = Vector((-d.y, d.x, 0.0))
+ cx, cy = _room_centre2d()
+ if n.dot(Vector((cx, cy, 0.0)) - s) < 0:
+ n = -n
+ return s, d, n, L
+
+
+def _mk_box(name, center, xd, xl, yd, yl, zl, mat=None):
+ me = _unit_cube_mesh(name)
+ ob = bpy.data.objects.new(name, me)
+ ob.matrix_world = Matrix(
+ (
+ (xd.x * xl, yd.x * yl, 0.0, center[0]),
+ (xd.y * xl, yd.y * yl, 0.0, center[1]),
+ (0.0, 0.0, zl, 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, w, h, depth, mat, proud=0.0, name="part"):
+ """A box mounted ON a wall. u = centre along the wall from its start (m);
+ z = centre height above the FLOOR; w×h face size; depth = thickness off the
+ wall; the back face sits `proud` metres inside the interior wall face."""
+ s, d, n, L = _wall_frame2(wall)
+ c = s + d * u + n * (proud + depth / 2.0)
+ return _mk_box(name, (c.x, c.y, FLOOR_Z + z), d, w, n, depth, h, mat)
+
+
+def _grid_box(name, cx, cy, z, sx, sy, sz, mat):
+ """Ceiling-grid-aligned free box (z = centre height above floor)."""
+ r = math.radians(GRID_YAW)
+ xd = Vector((math.cos(r), math.sin(r), 0.0))
+ yd = Vector((-math.sin(r), math.cos(r), 0.0))
+ return _mk_box(name, (cx, cy, FLOOR_Z + z), xd, sx, yd, sy, sz, mat)
+
+
+def group_fixture(name, category, parts):
+ """Bundle a fixture's parts into ONE named hide-as-a-unit group: an empty
+ with room_id/category props, every part parented to it, all of it living in
+ a collection named after the fixture (selects/hides/toggles like Table0)."""
+ grp = bpy.data.objects.new(name, None)
+ grp.empty_display_size = 0.1
+ grp["room_id"] = name
+ grp["category"] = category
+ coll = get_or_make_collection(name)
+ coll.objects.link(grp)
+ for p in parts:
+ p.parent = grp
+ p.matrix_parent_inverse = grp.matrix_world.inverted()
+ move_to_collection(p, coll)
+ return grp
+
+
+def _build_ceiling(mat):
+ order = ["Wall0", "Wall1", "Wall2", "Wall4", "Wall3"] # boundary cycle
+ verts = [(SHELL["walls"][w]["start"][0], SHELL["walls"][w]["start"][1], CEIL_Z) for w in order]
+ me = bpy.data.meshes.new("Ceiling0")
+ me.from_pydata(verts, [], [tuple(range(len(verts)))])
+ me.update()
+ ob = bpy.data.objects.new("Ceiling0", me)
+ bpy.context.scene.collection.objects.link(ob)
+ ob.data.materials.append(mat)
+ move_to_collection(ob, get_or_make_collection(COLL_SHELL))
+ return ob
+
+
+# --------------------------------------------------------------------- shared mats
+def _mats():
+ return {
+ "alu": _pbr("mat_alu", "#b8bcc0", rough=0.35, metal=0.85),
+ "white_pvc": _pbr("mat_white_pvc", "#e9eae7", rough=0.55),
+ "board": _pbr("mat_whiteboard", "#f6f7f6", rough=0.28),
+ "socket": _pbr("mat_socket", "#f1f1ed", rough=0.5),
+ "slat": _pbr("mat_blind_slat", "#d3d6d8", rough=0.45, metal=0.3),
+ "sill": _pbr("mat_sill_dark", "#55585b", rough=0.6),
+ "case": _pbr("mat_screen_case", "#f0efec", rough=0.5),
+ "fabric": _pbr("mat_screen_fabric", "#ececeb", rough=0.9),
+ "dark": _pbr("mat_dark_bar", "#46484a", rough=0.55),
+ "cab": _pbr("mat_cabinet_white", "#ecedec", rough=0.45),
+ "red": _pbr("mat_red", "#b3222b", rough=0.5),
+ "black": _pbr("mat_black", "#2c2d2e", rough=0.6),
+ "card": _pbr("mat_card_white", "#eef0f2", rough=0.7),
+ "blue": _pbr("mat_card_blue", "#3a6fb3", rough=0.7),
+ "pilot": _emit("mat_pilot_orange", "#ff8c1a", 3.0),
+ "led": _emit("mat_led_panel", "#f4f6f8", 10.0),
+ "grille": _pbr("mat_grille", "#dcdedd", rough=0.6),
+ }
+
+
+M = {}
+
+
+# --------------------------------------------------------------------- Wall0
+def _whiteboard(idx, wall, u0, u1, z0, z1, eraser_u=None):
+ """Whiteboard = 4 alu frame bars + recessed face + tray (base+lip) + eraser."""
+ parts = []
+ uc, zc = (u0 + u1) / 2, (z0 + z1) / 2
+ w, h = u1 - u0, z1 - z0
+ fb = 0.035
+ parts.append(_wall_box(wall, uc, zc, w - 0.05, h - 0.05, 0.014, M["board"],
+ proud=0.018, name=f"Whiteboard{idx}_face"))
+ parts.append(_wall_box(wall, uc, z1 - fb / 2, w, fb, 0.03, M["alu"], proud=0.012,
+ name=f"Whiteboard{idx}_bar_top"))
+ parts.append(_wall_box(wall, uc, z0 + fb / 2, w, fb, 0.03, M["alu"], proud=0.012,
+ name=f"Whiteboard{idx}_bar_bot"))
+ parts.append(_wall_box(wall, u0 + fb / 2, zc, fb, h - 2 * fb, 0.03, M["alu"], proud=0.012,
+ name=f"Whiteboard{idx}_bar_l"))
+ parts.append(_wall_box(wall, u1 - fb / 2, zc, fb, h - 2 * fb, 0.03, M["alu"], proud=0.012,
+ name=f"Whiteboard{idx}_bar_r"))
+ parts.append(_wall_box(wall, uc, z0 - 0.02, w * 0.55, 0.016, 0.075, M["alu"], proud=0.008,
+ name=f"Whiteboard{idx}_tray"))
+ parts.append(_wall_box(wall, uc, z0 - 0.006, w * 0.55, 0.032, 0.012, M["alu"], proud=0.078,
+ name=f"Whiteboard{idx}_tray_lip"))
+ if eraser_u is not None:
+ parts.append(_wall_box(wall, eraser_u, z0 + 0.008, 0.11, 0.038, 0.055, M["red"],
+ proud=0.025, name=f"Whiteboard{idx}_eraser"))
+ return group_fixture(f"Whiteboard{idx}", "whiteboard", parts)
+
+
+def _socket(idx, wall, u, z, proud=0.0):
+ """Double socket = faceplate + two raised outlet blocks."""
+ parts = [_wall_box(wall, u, z, 0.146, 0.086, 0.013, M["socket"], proud=proud,
+ name=f"Socket{idx}_plate")]
+ for k, du in enumerate((-0.034, 0.034)):
+ parts.append(_wall_box(wall, u + du, z, 0.036, 0.042, 0.009, M["socket"],
+ proud=proud + 0.013, name=f"Socket{idx}_outlet{k}"))
+ return group_fixture(f"Socket{idx}", "socket", parts)
+
+
+def _fixtures_wall0():
+ # two big whiteboards on the grey panel wall, tray-height ~0.95
+ _whiteboard(0, "Wall0", 0.55, 2.55, 0.95, 2.15, eraser_u=2.30)
+ _whiteboard(1, "Wall0", 3.00, 5.00, 0.95, 2.15, eraser_u=3.25)
+ # grey panel divider strip in the gap between the boards (channel + proud lid)
+ panel_grey = _pbr("mat_panel_divider", "#8a9099", rough=0.8)
+ parts = [
+ _wall_box("Wall0", 2.775, WALL_H / 2, 0.16, WALL_H, 0.05, panel_grey,
+ name="Trunking0_channel"),
+ _wall_box("Wall0", 2.775, WALL_H / 2, 0.12, WALL_H, 0.014, panel_grey, proud=0.05,
+ name="Trunking0_lid"),
+ ]
+ group_fixture("Trunking0", "cable_trunking", parts)
+ # boxed-in white services riser at the Wall1 corner, sockets + orange pilot lamp
+ parts = [
+ _wall_box("Wall0", 5.25, WALL_H / 2, 0.42, WALL_H, 0.10, M["white_pvc"],
+ name="Riser0_body"),
+ _wall_box("Wall0", 5.25, 0.90, 0.146, 0.086, 0.013, M["socket"], proud=0.10,
+ name="Riser0_socket0"),
+ _wall_box("Wall0", 5.25, 1.02, 0.146, 0.086, 0.013, M["socket"], proud=0.10,
+ name="Riser0_socket1"),
+ _wall_box("Wall0", 5.34, 1.13, 0.02, 0.02, 0.008, M["pilot"], proud=0.10,
+ name="Riser0_pilot"),
+ ]
+ group_fixture("Riser0", "cable_trunking", parts)
+ # wall sockets under the left board
+ _socket(0, "Wall0", 0.80, 0.85, proud=0.037)
+ _socket(1, "Wall0", 1.05, 0.85, proud=0.037)
+ _socket(2, "Wall0", 1.85, 0.85, proud=0.037)
+ # dark panelled dado below the tray line: back panel + top rail + vertical seam covers
+ s, d, n, L = _wall_frame2("Wall0")
+ dado = _pbr("mat_dado_panel", "#636a76", rough=0.8)
+ parts = [
+ _wall_box("Wall0", L / 2, 0.485, L - 0.02, 0.97, 0.02, dado, name="Dado0_panel"),
+ _wall_box("Wall0", L / 2, 0.985, L - 0.02, 0.035, 0.028, dado, name="Dado0_rail"),
+ ]
+ u = 1.107
+ k = 0
+ while u < L - 0.1:
+ parts.append(_wall_box("Wall0", u, 0.475, 0.04, 0.95, 0.026, dado,
+ name=f"Dado0_seam{k}"))
+ u += 1.107
+ k += 1
+ group_fixture("Dado0", "dado", parts)
+
+
+# --------------------------------------------------------------------- Wall1
+def _fixtures_wall1():
+ op = SHELL["openings"]["Window0"]
+ uc = op["offset"]
+ w = op["width"]
+ u0, u1 = uc - w / 2, uc + w / 2
+ # venetian blind: headrail + slat loop + bottom rail + 2 cords (top band left clear)
+ parts = [_wall_box("Wall1", uc, 1.97, w + 0.06, 0.055, 0.06, M["case"], proud=0.08,
+ name="Blind0_head")]
+ z = 1.90
+ i = 0
+ while z > 1.32:
+ parts.append(_wall_box("Wall1", uc, z, w, 0.028, 0.05, M["slat"], proud=0.09,
+ name=f"Blind0_slat{i}"))
+ z -= 0.048
+ i += 1
+ parts.append(_wall_box("Wall1", uc, 1.29, w, 0.04, 0.055, M["slat"], proud=0.088,
+ name="Blind0_rail"))
+ for k, cu in enumerate((u0 + 0.10, u1 - 0.10)):
+ parts.append(_wall_box("Wall1", cu, 1.52, 0.012, 0.95, 0.012, M["dark"], proud=0.15,
+ name=f"Blind0_cord{k}"))
+ # daylight glow filling the window recess BEHIND the slats (recon glass renders dark)
+ day = _emit("mat_window_daylight", "#eef3f8", 6.0)
+ parts.append(_wall_box("Wall1", uc, op["sill"] + op["height"] / 2, w, op["height"],
+ 0.004, day, proud=0.04, name="Blind0_daylight"))
+ group_fixture("Blind0", "blind", parts)
+ # dark window sill board with a proud front nose
+ sill = [
+ _wall_box("Wall1", uc, 1.185, w + 0.25, 0.035, 0.16, M["sill"], name="Sill0_board"),
+ _wall_box("Wall1", uc, 1.155, w + 0.25, 0.028, 0.02, M["sill"], proud=0.145,
+ name="Sill0_nose"),
+ ]
+ group_fixture("Sill0", "sill", sill)
+
+
+# --------------------------------------------------------------------- Wall2
+def _fixtures_wall2():
+ # roller projection screen pulled down over the window bay
+ op = SHELL["openings"]["Window1"]
+ uc = op["offset"]
+ parts = [
+ _wall_box("Wall2", uc, 2.32, 1.85, 0.095, 0.10,
+ _pbr("mat_screen_case_grey", "#dddcd6", rough=0.5), proud=0.06,
+ name="ProjScreen0_case"),
+ _wall_box("Wall2", uc, 2.265, 1.85, 0.016, 0.09, M["dark"], proud=0.062,
+ name="ProjScreen0_case_shadowline"),
+ _wall_box("Wall2", uc - 0.945, 2.32, 0.04, 0.11, 0.11, M["case"], proud=0.055,
+ name="ProjScreen0_cap_l"),
+ _wall_box("Wall2", uc + 0.945, 2.32, 0.04, 0.11, 0.11, M["case"], proud=0.055,
+ name="ProjScreen0_cap_r"),
+ _wall_box("Wall2", uc, 1.56, 1.72, 1.42, 0.006, M["fabric"], proud=0.10,
+ name="ProjScreen0_fabric"),
+ _wall_box("Wall2", uc, 0.82, 1.72, 0.038, 0.02, M["dark"], proud=0.095,
+ name="ProjScreen0_bar"),
+ ]
+ group_fixture("ProjScreen0", "projection_screen", parts)
+ # white wall-mounted unit near the Wall4 corner, louvred bottom vent
+ parts = [_wall_box("Wall2", 3.50, 1.90, 0.50, 0.60, 0.22, M["white_pvc"],
+ name="WallUnit0_body")]
+ for i in range(5):
+ parts.append(_wall_box("Wall2", 3.50, 1.955 + i * 0.032, 0.42, 0.016, 0.012,
+ M["grille"], proud=0.222, name=f"WallUnit0_louvre{i}"))
+ # blue LED clock display set into the unit's lower front
+ lcd = _emit("mat_lcd_blue", "#4d9bff", 2.5)
+ parts.append(_wall_box("Wall2", 3.50, 1.68, 0.16, 0.055, 0.006, M["black"], proud=0.221,
+ name="WallUnit0_display_bezel"))
+ parts.append(_wall_box("Wall2", 3.50, 1.68, 0.12, 0.032, 0.004, lcd, proud=0.227,
+ name="WallUnit0_display"))
+ group_fixture("WallUnit0", "wall_unit", parts)
+ # small notice card + light switch below the unit
+ card = [
+ _wall_box("Wall2", 3.62, 1.35, 0.21, 0.30, 0.006, M["card"], name="Poster0_card"),
+ _wall_box("Wall2", 3.62, 1.41, 0.17, 0.12, 0.005, M["blue"], proud=0.006,
+ name="Poster0_print"),
+ ]
+ group_fixture("Poster0", "notice", card)
+ sw = [
+ _wall_box("Wall2", 3.50, 1.12, 0.086, 0.086, 0.012, M["socket"], name="Switch1_plate"),
+ _wall_box("Wall2", 3.50, 1.12, 0.040, 0.040, 0.010, M["socket"], proud=0.012,
+ name="Switch1_rocker"),
+ ]
+ group_fixture("Switch1", "switch", sw)
+ # red fire-alarm sounder high near the glazed corner
+ al = [
+ _wall_box("Wall2", 0.50, 2.20, 0.11, 0.11, 0.02, M["card"], name="Alarm0_base"),
+ _wall_box("Wall2", 0.50, 2.20, 0.095, 0.095, 0.065, M["red"], proud=0.02,
+ name="Alarm0_bell"),
+ ]
+ group_fixture("Alarm0", "fire_alarm", al)
+ # floor-standing fire extinguisher against the wall (body + nozzle + bracket)
+ ext = [
+ _wall_box("Wall2", 0.32, 0.29, 0.17, 0.52, 0.15, M["red"], proud=0.035,
+ name="Extinguisher0_body"),
+ _wall_box("Wall2", 0.32, 0.585, 0.06, 0.07, 0.05, M["black"], proud=0.085,
+ name="Extinguisher0_valve"),
+ _wall_box("Wall2", 0.32, 0.48, 0.05, 0.30, 0.02, M["black"], proud=0.19,
+ name="Extinguisher0_hose"),
+ ]
+ group_fixture("Extinguisher0", "fire_extinguisher", ext)
+
+
+# --------------------------------------------------------------------- Wall3
+def _fixtures_wall3():
+ # tall white double-door cabinet + binders on top
+ u0, w, h, d = 0.12, 1.20, 1.92, 0.43
+ uc = u0 + w / 2
+ parts = [_wall_box("Wall3", uc, h / 2, w, h, d, M["cab"], name="Cabinet0_carcass")]
+ for k, du in enumerate((-w / 4 - 0.004, w / 4 + 0.004)):
+ parts.append(_wall_box("Wall3", uc + du, h / 2 - 0.02, w / 2 - 0.012, h - 0.06, 0.02,
+ M["cab"], proud=d, name=f"Cabinet0_door{k}"))
+ for k, du in enumerate((-0.055, 0.055)):
+ parts.append(_wall_box("Wall3", uc + du, 1.05, 0.018, 0.26, 0.022, M["alu"],
+ proud=d + 0.02, name=f"Cabinet0_handle{k}"))
+ books = [("#a83030", 0.30), ("#2e8a8a", 0.38), ("#2f4a7e", 0.45), ("#d8d8d4", 0.53)]
+ for k, (col, du) in enumerate(books):
+ bm = _pbr(f"mat_book{k}", col, rough=0.7)
+ parts.append(_wall_box("Wall3", u0 + du, h + 0.12, 0.045, 0.24, 0.20, bm,
+ proud=0.10, name=f"Cabinet0_binder{k}"))
+ group_fixture("Cabinet0", "cabinet", parts)
+
+
+# --------------------------------------------------------------------- Wall4
+def _fixtures_wall4():
+ sw = [
+ _wall_box("Wall4", 1.18, 1.25, 0.086, 0.086, 0.012, M["socket"], name="Switch0_plate"),
+ _wall_box("Wall4", 1.18, 1.25, 0.040, 0.040, 0.010, M["socket"], proud=0.012,
+ name="Switch0_rocker"),
+ ]
+ group_fixture("Switch0", "switch", sw)
+ sen = [
+ _wall_box("Wall4", 1.05, 2.25, 0.08, 0.08, 0.032, M["card"], name="Sensor0_body"),
+ _wall_box("Wall4", 1.05, 2.225, 0.02, 0.012, 0.006, M["pilot"], proud=0.032,
+ name="Sensor0_led"),
+ ]
+ group_fixture("Sensor0", "sensor", sen)
+
+
+# --------------------------------------------------------------------- ceiling
+def _fixtures_ceiling():
+ # two stepped louvre diffusers
+ for v, (cx, cy) in enumerate(((0.20, 1.20), (1.90, -1.50))):
+ parts = [_grid_box(f"Vent{v}_base", cx, cy, WALL_H - 0.012, 0.58, 0.58, 0.024,
+ M["grille"])]
+ for k, (s, dz) in enumerate(((0.44, 0.034), (0.32, 0.052), (0.20, 0.070))):
+ parts.append(_grid_box(f"Vent{v}_step{k}", cx, cy, WALL_H - dz, s, s, 0.02,
+ M["grille"]))
+ group_fixture(f"Vent{v}", "ceiling_vent", parts)
+ # 4-way AC cassette
+ parts = [
+ _grid_box("AC0_body", 1.60, -0.15, WALL_H - 0.028, 0.84, 0.84, 0.056, M["case"]),
+ _grid_box("AC0_grille", 1.60, -0.15, WALL_H - 0.062, 0.50, 0.50, 0.02, M["grille"]),
+ ]
+ for k in range(4):
+ a = math.radians(GRID_YAW)
+ dx, dy = math.cos(a), math.sin(a)
+ px, py = (-dy, dx)
+ off = 0.31
+ vx = [dx * off, -dx * off, px * off, -px * off][k]
+ vy = [dy * off, -dy * off, py * off, -py * off][k]
+ sx, sy = (0.06, 0.60) if k < 2 else (0.60, 0.06)
+ parts.append(_grid_box(f"AC0_vane{k}", 1.60 + vx, -0.15 + vy, WALL_H - 0.062,
+ sx, sy, 0.018, M["dark"]))
+ group_fixture("AC0", "ac_unit", parts)
+ # two flush LED panels (emissive)
+ for i, (cx, cy) in enumerate(((-0.30, 0.35), (2.70, -0.75))):
+ parts = [
+ _grid_box(f"Light{i}_frame", cx, cy, WALL_H - 0.012, 0.62, 0.62, 0.024, M["alu"]),
+ _grid_box(f"Light{i}_panel", cx, cy, WALL_H - 0.026, 0.56, 0.56, 0.012, M["led"]),
+ ]
+ group_fixture(f"Light{i}", "ceiling_light", parts)
+
+
+# --------------------------------------------------------------------- stage
+def harness_stage(scene):
+ """Materials on every surface, the missing ceiling, then the wall fixtures."""
+ global M
+ M = _mats()
+ paint = {
+ "Wall0": _pbr("mat_wall0_grey", "#a7acb2", rough=0.85), # light grey above the dado
+ "Wall1": _pbr("mat_wall1_anthracite", "#3e4245", rough=0.6), # dark glazed wall
+ "Wall2": _pbr("mat_wall2_light", "#d5d7d5", rough=0.9),
+ "Wall3": _pbr("mat_wall3_white", "#e7e8e7", rough=0.9),
+ "Wall4": _pbr("mat_wall4_light", "#dedfde", rough=0.9),
+ }
+ for nm, mat in paint.items():
+ ob = bpy.data.objects.get(nm)
+ if ob is not None:
+ ob.data.materials.clear()
+ ob.data.materials.append(mat)
+ floor = bpy.data.objects.get("Floor0")
+ if floor is not None:
+ floor.data.materials.clear()
+ floor.data.materials.append(_tex_pbr("mat_floor_carpet", "floor_carpet", metres=1.8))
+ _build_ceiling(_pbr("mat_ceiling_tile", "#f1f1ee", rough=0.95))
+ _fixtures_wall0()
+ _fixtures_wall1()
+ _fixtures_wall2()
+ _fixtures_wall3()
+ _fixtures_wall4()
+ _fixtures_ceiling()
+ print(" harness stage: materials + ceiling + fixtures built")
+
+
if __name__ in ("__main__", "room_py_exec"): # SHELL is now defined above
ROOM = main()

③ QC pass(es)

qc · qc_20260720_061610.log

qc · qc_20260720_061712.log

STEP #1
I'll start by reading Room.md and Room.py in full, then check the ground-truth stitches.
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash· Grep📄 Read /scratch2/code/LiteReality_to_share/agen
STEP #2
Wall1_Window_0 has transparent glass and an articulated right sash. Now the other three openings' build sections.
📄 Read /scratch2/code/LiteReality_to_share/agen
👁INSPECT #3
Wall2_Window_1 is fully static (no leaf clip) with a static roller blind — that needs articulation. Now the two doors:
📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen🔧 ToolSearch select:mcp__cap__render🖼 render Wall1
✏️EDIT #4
The MCP render tool needs `scan=` which it can't pass — per my notes I should use the render engine CLI directly.
⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash📄 Read /tmp/qc_mil/Wall1_compare.png📄 Read /tmp/qc_mil/Wall2_compare.png📄 Read /tmp/qc_mil/Wall1_frame_00023.png📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash📄 Read /tmp/qc_mil/scene_frame_00029.png📄 Read /tmp/qc_mil/scene_frame_00064.png📄 Read /tmp/qc_mil/scene_frame_00023.png📄 Read /tmp/qc_mil/scene_frame_00067.png⌘ Bash📄 Read /tmp/qc_mil/Television0_frame_00026.png📄 Read /tmp/qc_mil/Table0_frame_00067.png📄 Read /tmp/qc_mil/Television0_frame_00023.png📄 Read /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen
✏️EDIT #5
**Edit 2 — Wall1_Window_0**: split the static vane assembly into valances (static) + two per-light vane banks that traverse open toward their outer ja
✏️ Edit /scratch2/code/LiteReality_to_share/agen
✏️EDIT #6
Whitespace/args mismatch — retrying with the exact original text:
✏️ 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 #7
**Edit 4 — Room.py**: give the roller projection screen a roll-up clip (fabric shortens onto the case, bottom bar rides up):
✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash⌘ Bash
STEP #8
The render path executes Room.py against `config.ASSETS_DIR` GLBs — so my object.py edits need the GLBs rebuilt. Let me find where the assets live and
⌘ Bash⌘ Bash⌘ Bash⌘ Bash
STEP #9
I'll rebuild the two edited window GLBs into the scene assets cache so renders pick them up:
⌘ Bash
STEP #10
Both windows rebuilt. Now verify Room.py is valid Python and re-render:
⌘ Bash📄 Read /tmp/qc_mil2/Wall1_frame_00023.png📄 Read /tmp/qc_mil2/Wall1_frame_00064.png
STEP #11
Frame 23 now shows the glazed door glowing with daylight and the window's vertical vanes — matching the real photos. Checking Wall2:
📄 Read /tmp/qc_mil2/Wall2_compare.png📄 Read /tmp/qc_mil2/Wall2_frame_00029.png
STEP #12
Wall2 at rest matches the real stitch (screen down). Let me verify the animation clips actually made it into the rebuilt GLBs:
⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash
✏️EDIT #13
Final checks: hardlink integrity between the two room copies, and one last room-level render:
⌘ Bash⌘ Bash📄 Read /tmp/qc_mil3/scene_frame_00026.png📄 Read /tmp/qc_mil3/scene_frame_00064.png⌘ Bash✏️ Write /home/zelda/zh340/.claude/projects/-scra📄 Read /home/zelda/zh340/.claude/projects/-scra✏️ Write /home/zelda/zh340/.claude/projects/-scra✏️ Edit /home/zelda/zh340/.claude/projects/-scra⌘ Bash⌘ Bash
STEP #14
QC pass complete. All edits verified by render against the head-on stitches and raw frames. Summary per surface:
QC pass complete. All edits verified by render against the head-on stitches and raw frames. Summary per surface: **Wall1** (`Room.py` + `Wall1_Window_0/object.py`) - **Removed the venetian `Blind0` fixture** (headrail, slats, rail, cords, emissive card). It was covering the window with the wrong dressing — the stitch and raw frames 23/64 both show *vertical sheer vanes*, which the window GLB already models; the harness blind was hiding them. The dark `Sill0` board stays (matches the dark band under the window). - **Articulated the window's vane blinds**: split the static vane assembly into two per-light banks (`Vanes_L`/`Vanes_R`, valances stay static) that traverse open toward their outer jambs via a closed→open→closed clip, tagged prismatic; the glazing is clear when open. The right casement sash was already articulated with transparent glass. - **Added `DoorDaylight0`** — an emissive card 0.30 m *outside* the glazed exterior door `Door1` (same pattern as the builder's per-window daylight cards), so its clear transmission glass reads as a lit glazed door instead of flat grey. Render now matches the real bright glazed door. **Wall2** (`Room.py` + `Wall2_Window_1/object.py`) - **Articulated `Window1`**: the sash origin moved to its bottom rail, the glass pane re-parented onto the sash, and a bottom-hung 12° tilt clip added (`Window_Sash_swing`). - **Articulated its roller blind**: fabric rolls up onto the tube (Z-scale about its top-edge origin) while the weighted bottom rail rides up (prismatic, `Blind_Bottom_Rail_slide`); open state leaves the glazing clear. - **Articulated `ProjScreen0`** in Room.py: roll-up clip (fabric shortens onto the case, bar rides up 1.39 m), so the real screen-over-window arrangement can open to reveal the window. Its rest pose (screen down) still matches every photo. **Wall0 / Wall3 / Wall4 / Floor / Ceiling** — no changes needed: whiteboards+dado, cabinet, and switches all clear of openings (verified numerically); `Door0` already articulated with frosted diamond vision panel and an overhead closer on the leaf, matching the real oak door; ceiling has its tile material; the floor carpet matches. **Per-object checks (one each)**: Table0 (beech racetrack, silver T-legs), Table1 (beech box w/ black trim), Table2 (plain wooden), Television0 (flat panel) all match their references at a glance; no edits. Both rebuilt window GLBs export their clips correctly (`Sash_Right_swing`, `Vanes_L/R_traverse`, `Window_Sash_swing`, `Blind_Roller_roll`, `Blind_Bottom_Rail_slide`), Room.py and both object.py files parse and build cleanly, and the hardlinks between the `final_results` and `output` room copies are intact.

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 · 4
captured crop
reference used
captured crop
reference used
captured crop
reference used
captured crop
reference used
Surface references (per-wall stitches)authoring ground truth · 7

Final — render | photo

photo
render
photo
render
photo
render
photo
render