① One-shot authoring
model claude-fable-5 · 110 tool calls · 24m26s · cost $17.130503000000004
✏️EDIT #1
I'll start by reading Room.md and Room.py to learn the helper API, then check the reference stitches.
📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen🔧 ToolSearch select:mcp__cap__render,mcp__cap__fetch_📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 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🎨 fetch_material blue office low-pile carpet🎨 fetch_material white suspended office ceiling tile🎨 fetch_material beech wood veneer board⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen🎨 fetch_material white plaster fine speckle ceiling✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash
👁INSPECT #2
Compiles. Now render the full room to check shell structure and materials first.
scene · scene_frame_00000
scene · scene_frame_00016
scene · scene_frame_00032
scene · scene_frame_00048🖼 render room⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash⌘ Bash
•STEP #3
Scan is resolved against a scans root — pass just the scene name.
⌘ Bash⌘ Bash
✏️EDIT #4
NormalMap node's input is "Color", not "Normal" — fixing.
✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
•STEP #5
The comparisons are tiny. Let me find the full-res ortho renders in the `_sc` dir.
⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
•STEP #6
The Read display downscales these. I'll crop and enlarge matched regions from the compare images to judge silhouettes properly.
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 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⌘ Bash⌘ Bash⌘ Bash
✏️EDIT #7
Now checking Floor and Ceiling comparisons before making the fix round.
📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash⌘ Bash⌘ Bash📄 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✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
✏️EDIT #8
Wall1 hooks and AC land correctly; Wall2 now matches the rectified stitch. Checking Wall0, Wall5, Wall7.
📄 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⚖️ critic✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ 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✏️ Write /home/zelda/zh340/.claude/projects/-scra✏️ Edit /home/zelda/zh340/.claude/projects/-scra📄 Read /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` in `final_results/Office-Elliott/scene_stage/_oneshot/room/` now carries the full agent-authored layer — ceiling, materials, and multi
All render-vs-real montages7 more
Authoring — model summary
Done. `Room.py` in `final_results/Office-Elliott/scene_stage/_oneshot/room/` now carries the full agent-authored layer — ceiling, materials, and multi-part grouped fixtures — and rebuilds/exports cleanly (verified by four full Blender rebuilds during render passes).
## Job 1 — shell structure + materials
- **Structure**: checked all 9 walls, both openings and heights against photos/stitches — the scan is correct (door 0.5 m from Wall1's east corner, window sill 1.12 m on Wall5, ceiling 2.71 m all confirmed). No SHELL edits needed.
- **Ceiling0** didn't exist — built as an n-gon from the wall-corner loop, with a white speckle PBR texture plus a procedural 0.6 m seam grid (suspended-tile look, verified vs the ceiling stitch).
- **Floor0**: Poly Haven carpet recoloured to the office blue (`floor_carpet`), box-projected (no UVs needed — meshes carry metric coords). Verified vs floor stitch and perspective frames.
- **Walls 0–8**: warm cream paint; separate materials for trunking, skirting, aluminium, white metal, etc.
## Job 2 — wall fixtures (all grouped via `group_fixture`, each hides as one unit)
| Wall | Group | Parts |
|---|---|---|
| Wall0 | `Shelf0` | 6 twin-slot standards + 12 bracket arms + 2 beech boards (PBR wood) + 15 items (folders, postcards, bottle, books, boxes, toy, wire bookends) |
| Wall0 | `Whiteboard0` | 4 alu frame bars + recessed gloss face + pen tray + tray lip + 4 dark corner caps |
| Wall0 | `Sockets0` | 9 double sockets × (faceplate + 2 outlet bumps + 2 red rockers) |
| Wall1 | `AC0` | body + proud front panel + 5-slat louvre loop + conduit drop to the dado band |
| Wall1 | `CoatHooks0` | 2 rows × 4 hooks on the door leaf (backplate + peg + upturned tip each) |
| Wall1 | `Shelf1` | 5 standards + brackets + 2 boards + 8 items (mug, boxes, folders, bookend) |
| Wall1 | `Sockets1` | 6 double sockets |
| Wall2 | `Pinboard0` | thick alu frame (4 bars) + recessed blue felt face + 4 corner caps |
| Wall2 | `Shelf2` | 3 standards + brackets + 2 boards + wood-offcut stack + bookends |
| Wall2 | `Sockets2` | 8 double sockets |
| Wall5 | `Blinds0` | headrail + 11 mint vertical slats stacked at the window's north edge |
| Wall5 | `Radiator0` | 16-fin vertical loop + top grille + 2 end caps + 2 valves + drop pipes |
| Wall5 | `Sockets5` | 3 double sockets |
| Wall7 | `Switch0` | faceplate + raised rocker |
| all walls | `Trunking0–8`, `Skirting0–8` | channel base + proud lid per free span — both break automatically at the Wall1 door |
**Rende
✓ [3/6] one-shot authoring · 24m27s
⊘ [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): 9 walls, 2 openings, 7 objects(无 usdz)
thickened 9 walls outward to ~0.1 m
cut 2/2 openings {'Door0': 'Wall1', 'Window0': 'Wall5'}
11:58:32 | INFO: Data are loaded, start creating Blender stuff
11:58:32 | INFO: Blender create Mesh node Cylinder
11:58:32 | INFO: Blender create Mesh node Table_Base
11:58:32 | INFO: glTF import finished in 0.01s
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11:58:32 | INFO: Blender create Mesh node Cube
11:58:32 | INFO: Blender create Mesh node Cube.004
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11:58:32 | INFO: Blender create Mesh node Cube
11:58:32 | INFO: Blender create Mesh node Cube.004
11:58:32 | INFO: Blender create Mesh node Cube.007
11:58:32 | INFO: glTF import finished in 0.00s
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11:58:32 | INFO: Blender create Mesh node Cube
11:58:32 | INFO: Blender create Mesh node Cube.044
11:58:32 | INFO: Blender create Mesh node Cube.030
11:58:32 | INFO: Blender create Mesh node Cube.037
11:58:32 | INFO: Blender create Mesh node Cube.012
11:58:32 | INFO: glTF import finished in 0.00s
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11:58:32 | INFO: Blender create Mesh node geometry_0
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11:58:32 | INFO: Blender create Mesh node geometry_0
11:58:32 | INFO: glTF import finished in 0.01s
11:58:32 | INFO: Data are loaded, start creating Blender stuff
11:58:32 | INFO: Blender create Mesh node geometry_0
11:58:32 | INFO: glTF import finished in 0.01s
11:58:32 | INFO: Data are loaded, start creating Blender stuff
11:58:32 | INFO: Blender create Mesh node geometry_0
11:58:32 | INFO: glTF import finished in 0.01s
11:58:32 | INFO: Data are loaded, start creating Blender stuff
11:58:32 | INFO: Blender create Mesh node geometry_0
11:58:32 | INFO: glTF import finished in 0.01s
placed 9 asset instances
built 0 capture cameras
indexed 19 objects, 0 cameras
floor-grounded 0 visible piece(s)
harness: ceiling + materials + fixtures built
=== ROOM SCENE (blank) ===
ac_unit : AC0
blinds : Blinds0
ceiling : Ceiling0
chair : Chair0, Chair1, Chair2, Chair3, Chair4
coat_hooks: CoatHooks0
door : Door0
floor : Floor0
noticeboard: Pinboard0
radiator : Radiator0
shelf : Shelf0, Shelf1, Shelf2
skirting : Skirting0, Skirting1, Skirting2, Skirting3, Skirting4, Skirting5, Skirting6, Skirting7, Skirting8
socket : Sockets0, Sockets1, Sockets2, Sockets5
switch : Switch0
table : Table0, Table1
trunking : Trunking0, Trunking1, Trunking2, Trunking3, Trunking4, Trunking5, Trunking6, Trunking7, Trunking8
wall : Wall0, Wall1, Wall2, Wall3, Wall4, Wall5, Wall6, Wall7, Wall8
whiteboard: Whiteboard0
window : Window0
placeable surfaces (top z):
Shelf0 z=0.514 center=[-2.6816, 1.0748, 0.0249]
Shelf1 z=0.505 center=[-1.8131, -1.5114, 0.0204]
Shelf2 z=0.505 center=[0.6129, 0.7982, 0.0204]
Table0 z=-0.812 center=[-0.7013, 0.6451, -1.2035]
Table1 z=-0.849 center=[-2.687, -1.2179, -1.2218]
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
11:58:32 | INFO: Starting glTF 2.0 export
11:58:32 | INFO: Extracting primitive: Floor0
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11:58:33 | INFO: Extracting primitive: std.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: std.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: std.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: corner_cap
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: corner_cap.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: corner_cap.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: corner_cap.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: face
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: frame_b
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: frame_s
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: frame_s.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: frame_t
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: pen_tray
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: tray_lip
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.006
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.007
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.008
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.009
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.010
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.011
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.012
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.013
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.014
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.015
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.016
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.017
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.006
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.007
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.008
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.006
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.007
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.008
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.009
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.010
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.011
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.012
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.013
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.014
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.015
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.016
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.017
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: body
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: conduit
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: front_panel
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: louvre
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: louvre.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: louvre.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: louvre.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: louvre.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_peg
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_peg.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_peg.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_peg.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_peg.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_peg.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_peg.006
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_peg.007
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_plate
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_plate.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_plate.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_plate.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_plate.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_plate.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_plate.006
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_plate.007
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_tip
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_tip.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_tip.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_tip.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_tip.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_tip.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_tip.006
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: hook_tip.007
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: board.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: board.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.012
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.013
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.014
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.015
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.016
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.017
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.018
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.019
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.020
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.021
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.015
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.016
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.017
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.018
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.019
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.020
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.021
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.022
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: std.006
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: std.007
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: std.008
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: std.009
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: std.010
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.018
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.019
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.020
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.021
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.022
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.023
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.024
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.025
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.026
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.027
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.028
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.029
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.009
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.010
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.011
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.012
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.013
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.014
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.018
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.019
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.020
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.021
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.022
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.023
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.024
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.025
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.026
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.027
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.028
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.029
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: corner_cap.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: corner_cap.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: corner_cap.006
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: corner_cap.007
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: felt
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: frame_b.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: frame_s.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: frame_s.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: frame_t.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: board.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: board.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.022
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.023
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.024
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.025
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.026
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: bracket.027
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.023
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.024
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.025
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: item.026
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: std.011
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: std.012
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: std.013
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.030
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.031
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.032
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.033
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.034
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.035
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.036
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.037
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.038
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.039
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.040
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.041
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.042
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.043
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.044
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.045
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.015
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.016
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.017
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.018
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.019
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.020
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.021
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.022
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.030
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.031
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.032
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.033
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.034
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.035
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.036
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.037
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.038
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.039
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.040
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.041
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.042
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.043
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.044
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.045
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: headrail
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat.006
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat.007
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat.008
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat.009
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: slat.010
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: end_cap
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: end_cap.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.002
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.003
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.004
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.005
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.006
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.007
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.008
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.009
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.010
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.011
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.012
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.013
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.014
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: fin.015
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: grille
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: pipe
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: pipe.001
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: valve
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: valve.001
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11:58:33 | INFO: Extracting primitive: sock_outlet.046
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11:58:33 | INFO: Extracting primitive: sock_outlet.048
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11:58:33 | INFO: Extracting primitive: sock_outlet.049
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11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_outlet.051
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.023
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.024
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_plate.025
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: sock_rocker.046
11:58:33 | INFO: Primitives created: 1
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11:58:33 | INFO: Extracting primitive: sock_rocker.051
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: Wall7_sw_plate
11:58:33 | INFO: Primitives created: 1
11:58:33 | INFO: Extracting primitive: Wall7_sw_rocker
11:58:33 | INFO: Primitives created: 1
11:58:34 | INFO: Finished glTF 2.0 export in 1.493981122970581 s
EXPORTED -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Office-Elliott/scene_stage/_oneshot/room_preview/Room.glb (18996 KB)
LAYOUT -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Office-Elliott/scene_stage/_oneshot/room_preview/room_layout.json (52 objects, 0 cameras)
Info: Saved as "Room.blend"
BLEND -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Office-Elliott/scene_stage/_oneshot/room_preview/Room.blend (27687 KB)
COPIED -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Office-Elliott/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 6 个物体 ===
tex Table0: 重建 3 张贴图
regen Table0 (object.py)
tex Table1: 重建 3 张贴图
regen Table1 (object.py)
tex Wall1_Door_0: 重建 1 张贴图
regen Wall1_Door_0 (object.py)
regen Wall5_Window_0 (object.py)
wrap ChairCluster0 (object.py)
wrap ChairCluster1 (object.py)
=== 装配(无 frames(仅几何),外壳来自 Room.py 的 SHELL)-> Room.glb + Room.blend ===
物化 6/6 个物体
Room_preview -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/Office-Elliott/scene_stage/_oneshot/room_preview
viewer → /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/Office-Elliott/Office-Elliott.html (12.7 MB, self-contained)
final_results → /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/Office-Elliott
✓ [6/6] export three.js viewer · 8s
╭────────── Office-Elliott ──────────╮
✓ init (skipped) 0s
✓ surface stitches 27s
✓ one-shot authoring 24m27s
✓ obj refine (skipped) 0s
✓ wall refine (skipped) 0s
✓ export three.js viewer 8s
total 25m02s
viewer /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/Office-Elliott/Office-Elliott.html
room /scratch2/code/LiteReality_to_share/agentic_litereality/output/Office-Elliott/scene_stage/_oneshot/room/Room.py
╰────────────────────────────────────────────────╯
② Code changes
Room.py diffseed (blank shell) → authored
+529 −0 lines · seed → authored Room.py
@@ -1159,8 +1159,537 @@
# ============================================================================
+# HARNESS LAYER (agent-authored): ceiling + surface materials + wall fixtures
+# ============================================================================
+# Everything below reads SHELL (defined at the bottom) and runs AFTER the blank
+# build, so local mesh coords == world metres. All fixture boxes are metric
+# meshes (size baked into vertices) placed with rotation+translation only, so
+# Object-space texture coords stay metric for box-projected PBR textures.
+
+MATERIALS_DIR = os.path.join(HERE, "materials")
+
+
+def _flat(name, srgb, rough=0.5, metal=0.0):
+ mat = bpy.data.materials.get(name)
+ if mat is not None:
+ return mat
+ mat = bpy.data.materials.new(name)
+ mat.use_nodes = True
+ nt = mat.node_tree
+ nt.nodes.clear()
+ out = nt.nodes.new("ShaderNodeOutputMaterial")
+ b = nt.nodes.new("ShaderNodeBsdfPrincipled")
+ nt.links.new(b.outputs["BSDF"], out.inputs["Surface"])
+ b.inputs["Base Color"].default_value = (*srgb_to_linear(srgb), 1.0)
+ b.inputs["Roughness"].default_value = rough
+ if "Metallic" in b.inputs:
+ b.inputs["Metallic"].default_value = metal
+ return mat
+
+
+def _pbr_mat(name, base, scale=1.0, rough_fallback=0.8, normal_strength=1.0):
+ """PBR from materials/<base>_{diff,rough,normal}.jpg, BOX-projected in
+ Object space (meshes here carry metric local coords, so scale = tiles/m)."""
+ mat = bpy.data.materials.get(name)
+ if mat is not None:
+ return mat
+ mat = bpy.data.materials.new(name)
+ mat.use_nodes = True
+ nt = mat.node_tree
+ nt.nodes.clear()
+ out = nt.nodes.new("ShaderNodeOutputMaterial")
+ b = nt.nodes.new("ShaderNodeBsdfPrincipled")
+ nt.links.new(b.outputs["BSDF"], out.inputs["Surface"])
+ b.inputs["Roughness"].default_value = rough_fallback
+ tc = nt.nodes.new("ShaderNodeTexCoord")
+ mp = nt.nodes.new("ShaderNodeMapping")
+ mp.inputs["Scale"].default_value = (scale, scale, scale)
+ nt.links.new(tc.outputs["Object"], mp.inputs["Vector"])
+
+ def img(suffix, noncolor):
+ p = os.path.join(MATERIALS_DIR, f"{base}_{suffix}.jpg")
+ if not os.path.exists(p):
+ return None
+ node = nt.nodes.new("ShaderNodeTexImage")
+ node.image = bpy.data.images.load(p, check_existing=True)
+ node.projection = "BOX"
+ node.projection_blend = 0.2
+ if noncolor:
+ node.image.colorspace_settings.name = "Non-Color"
+ nt.links.new(mp.outputs["Vector"], node.inputs["Vector"])
+ return node
+
+ d = img("diff", False)
+ if d:
+ nt.links.new(d.outputs["Color"], b.inputs["Base Color"])
+ r = img("rough", True)
+ if r:
+ nt.links.new(r.outputs["Color"], b.inputs["Roughness"])
+ nm = img("normal", True)
+ if nm:
+ nmap = nt.nodes.new("ShaderNodeNormalMap")
+ nmap.inputs["Strength"].default_value = normal_strength
+ nt.links.new(nm.outputs["Color"], nmap.inputs["Color"])
+ nt.links.new(nmap.outputs["Normal"], b.inputs["Normal"])
+ return mat
+
+
+def _mix_rgb(nt):
+ """(node, fac_in, colA_in, colB_in, col_out) across Blender 3.x/4.x."""
+ try:
+ n = nt.nodes.new("ShaderNodeMix")
+ n.data_type = "RGBA"
+ return n, n.inputs["Factor"], n.inputs[6], n.inputs[7], n.outputs[2]
+ except Exception:
+ n = nt.nodes.new("ShaderNodeMixRGB")
+ return n, n.inputs["Fac"], n.inputs["Color1"], n.inputs["Color2"], n.outputs["Color"]
+
+
+def _ceiling_mat():
+ """White speckled tile + a dark seam line every 0.6 m (suspended-grid look)."""
+ name = "Ceiling_Tiles"
+ if bpy.data.materials.get(name):
+ return bpy.data.materials[name]
+ mat = _pbr_mat(name, "ceiling_tile", scale=1.2, rough_fallback=0.9)
+ nt = mat.node_tree
+ b = next(n for n in nt.nodes if n.type == "BSDF_PRINCIPLED")
+ tc = next(n for n in nt.nodes if n.type == "TEX_COORD")
+ sep = nt.nodes.new("ShaderNodeSeparateXYZ")
+ nt.links.new(tc.outputs["Object"], sep.inputs["Vector"])
+
+ def seam(axis_out):
+ add = nt.nodes.new("ShaderNodeMath")
+ add.operation = "ADD" # shift positive: MODULO is fmod (sign-keeping)
+ add.inputs[1].default_value = 30.0
+ nt.links.new(axis_out, add.inputs[0])
+ mod = nt.nodes.new("ShaderNodeMath")
+ mod.operation = "MODULO"
+ mod.inputs[1].default_value = 0.6
+ nt.links.new(add.outputs[0], mod.inputs[0])
+ lt = nt.nodes.new("ShaderNodeMath")
+ lt.operation = "LESS_THAN"
+ lt.inputs[1].default_value = 0.014
+ nt.links.new(mod.outputs[0], lt.inputs[0])
+ return lt
+
+ mx = nt.nodes.new("ShaderNodeMath")
+ mx.operation = "MAXIMUM"
+ nt.links.new(seam(sep.outputs["X"]).outputs[0], mx.inputs[0])
+ nt.links.new(seam(sep.outputs["Y"]).outputs[0], mx.inputs[1])
+ mixn, fac, colA, colB, colout = _mix_rgb(nt)
+ colB.default_value = (0.52, 0.52, 0.51, 1.0)
+ diff_link = next(
+ (l for l in nt.links if l.to_node == b and l.to_socket.name == "Base Color"), None
+ )
+ if diff_link is not None:
+ nt.links.new(diff_link.from_socket, colA)
+ else:
+ colA.default_value = (0.92, 0.92, 0.90, 1.0)
+ nt.links.new(mx.outputs[0], fac)
+ nt.links.new(colout, b.inputs["Base Color"])
+ return mat
+
+
+def _harness_mats():
+ return {
+ "paint": _flat("Wall_Paint", (0.928, 0.908, 0.856), rough=0.92),
+ "trunk": _flat("Trunking_Cream", (0.94, 0.93, 0.89), rough=0.55),
+ "skirt": _flat("Skirting_White", (0.95, 0.95, 0.94), rough=0.65),
+ "white": _flat("White_Plastic", (0.97, 0.97, 0.96), rough=0.45),
+ "alu": _flat("Aluminium", (0.78, 0.79, 0.80), rough=0.35, metal=1.0),
+ "wmetal": _flat("White_Metal", (0.95, 0.95, 0.94), rough=0.4),
+ "face": _flat("Whiteboard_Face", (0.965, 0.965, 0.955), rough=0.2),
+ "pin": _flat("Pinboard_Blue", (0.10, 0.17, 0.45), rough=0.95),
+ "dark": _flat("Dark_Grey", (0.25, 0.25, 0.26), rough=0.6),
+ "red": _flat("Rocker_Red", (0.72, 0.10, 0.08), rough=0.5),
+ "wood": _pbr_mat("Shelf_Wood", "shelf_wood", scale=2.0, rough_fallback=0.5),
+ "green": _flat("Bottle_Green", (0.10, 0.24, 0.12), rough=0.15),
+ "black": _flat("Matte_Black", (0.05, 0.05, 0.05), rough=0.6),
+ "book_r": _flat("Book_Red", (0.55, 0.20, 0.20), rough=0.8),
+ "book_b": _flat("Book_Blue", (0.22, 0.30, 0.50), rough=0.8),
+ "book_t": _flat("Book_Tan", (0.78, 0.72, 0.58), rough=0.8),
+ "brown": _flat("Toy_Brown", (0.42, 0.28, 0.16), rough=0.7),
+ "blind": _flat("Blind_Mint", (0.72, 0.82, 0.73), rough=0.85),
+ "card": _flat("Postcard", (0.88, 0.86, 0.80), rough=0.85),
+ }
+
+
+# ---------------------------------------------------------------- wall frames
+def _walls_centroid():
+ pts = []
+ for w in SHELL["walls"].values():
+ pts.append(Vector(((w["start"][0] + w["end"][0]) / 2, (w["start"][1] + w["end"][1]) / 2, 0)))
+ return sum(pts, Vector()) / len(pts)
+
+
+def _wall_frame(wall):
+ """(start, along-dir, INTERIOR normal, length) of a SHELL wall, 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))
+ if n.dot(_walls_centroid() - (s + e) / 2) < 0:
+ n = -n
+ return s, d, n, L
+
+
+def _free_spans(wall, margin=0.03, z_below=0.95):
+ """Along-wall [(u0,u1)] NOT covered by a floor-reaching opening (door). Horizontal
+ runs (trunking/skirting) tile these spans so they break cleanly at the door."""
+ w = SHELL["walls"][wall]
+ L = math.hypot(w["end"][0] - w["start"][0], w["end"][1] - w["start"][1])
+ blocks = sorted(
+ (op["offset"] - op["width"] / 2 - margin, op["offset"] + op["width"] / 2 + margin)
+ for op in SHELL["openings"].values()
+ if op["wall"] == wall and op["sill"] < z_below
+ )
+ spans, cur = [], 0.005
+ for b0, b1 in blocks:
+ if b0 > cur + 0.02:
+ spans.append((cur, b0))
+ cur = max(cur, b1)
+ if cur < L - 0.02:
+ spans.append((cur, L - 0.005))
+ return spans
+
+
+def _part(name, sx, sy, sz, mat):
+ """A metric box mesh (size baked into vertices), unlinked transform-wise."""
+ me = _unit_cube_mesh(name)
+ for v in me.vertices:
+ v.co.x *= sx
+ v.co.y *= sy
+ v.co.z *= sz
+ ob = bpy.data.objects.new(name, me)
+ if mat is not None:
+ ob.data.materials.append(mat)
+ bpy.context.scene.collection.objects.link(ob)
+ return ob
+
+
+def _wall_box(wall, u, z, length, height, depth, mat, out=0.0, name="part"):
+ """Box on a wall: u = centre along wall from start (m), z = centre height above
+ floor, out = gap between wall face and the box's BACK face (box grows inward)."""
+ s, d, n, L = _wall_frame(wall)
+ ob = _part(name, length, depth, height, mat)
+ pos = s + d * u + n * (out + depth / 2.0)
+ ob.matrix_world = Matrix(
+ (
+ (d.x, n.x, 0.0, pos.x),
+ (d.y, n.y, 0.0, pos.y),
+ (0.0, 0.0, 1.0, SHELL["floor_z"] + z),
+ (0.0, 0.0, 0.0, 1.0),
+ )
+ )
+ return ob
+
+
+def group_fixture(name, category, parts):
+ """Bundle a fixture's parts under ONE named empty handle (its own collection),
+ so it selects/hides/toggles as a unit exactly like Table0/Chair0."""
+ coll = get_or_make_collection(name)
+ handle = bpy.data.objects.new(name, None)
+ handle.empty_display_size = 0.1
+ handle["room_id"] = name
+ handle["category"] = category
+ coll.objects.link(handle)
+ for p in parts:
+ if p is None:
+ continue
+ p.parent = handle
+ p.matrix_parent_inverse = handle.matrix_world.inverted()
+ move_to_collection(p, coll)
+ return handle
+
+
+# ---------------------------------------------------------------- ceiling
+# ordered corner loop: Wall0->6->2->3->4->1->8->7->5 (each wall's start point)
+_CEIL_LOOP = [
+ (-3.9822, 0.6909), (-0.0386, 2.2731), (0.607, 2.3286), (0.904, -1.1267),
+ (0.5653, -1.1558), (0.589, -1.4319), (-3.3789, -1.7729), (-3.3979, -1.5515),
+ (-3.7866, -1.5849),
+]
+
+
+def build_ceiling():
+ if bpy.data.objects.get("Ceiling0") is not None:
+ return
+ cz = SHELL["ceiling_z"]
+ me = bpy.data.meshes.new("Ceiling0")
+ me.from_pydata([(x, y, cz) for x, y in _CEIL_LOOP], [], [tuple(range(len(_CEIL_LOOP)))])
+ me.update()
+ ob = bpy.data.objects.new("Ceiling0", me)
+ bpy.context.scene.collection.objects.link(ob)
+ move_to_collection(ob, get_or_make_collection(COLL_SHELL))
+ ob.data.materials.append(_ceiling_mat())
+
+
+def apply_surface_materials(M):
+ for wn in SHELL["walls"]:
+ o = bpy.data.objects.get(wn)
+ if o is not None:
+ o.data.materials.clear()
+ o.data.materials.append(M["paint"])
+ fl = bpy.data.objects.get("Floor0")
+ if fl is not None:
+ fl.data.materials.clear()
+ fl.data.materials.append(_pbr_mat("Floor_Carpet", "floor_carpet", scale=1.0))
+
+
+# ---------------------------------------------------------------- fixture kit
+BAND_Z0, BAND_H = 0.86, 0.16 # dado trunking band (bottom z, height)
+SOCK_Z = BAND_Z0 + BAND_H / 2.0 # sockets sit mid-band
+SHELF_Z1, SHELF_Z2 = 1.45, 1.86 # board centre heights (twin-slot system)
+UPRIGHT_Z0, UPRIGHT_Z1 = 1.13, 2.10 # twin-slot standards vertical extent
+
+
+# NOTE part names below are Wall<N>_-prefixed on purpose: the surface-ortho renderer
+# assigns un-prefixed fixture meshes to walls by min signed distance, which lets a long
+# neighbour wall "steal" fixtures on sliver walls (Wall3/4/6/7/8) and hide them from
+# their own montage. Wall<N>_* meshes always render with wall N. Group names stay
+# Trunking0/Skirting0/... as required.
+def _trunking(wall, idx, M):
+ parts = []
+ for u0, u1 in _free_spans(wall):
+ um, ln = (u0 + u1) / 2.0, u1 - u0
+ parts.append(_wall_box(wall, um, BAND_Z0 + BAND_H / 2, ln, BAND_H, 0.025,
+ M["trunk"], name=f"{wall}_trunk_base"))
+ parts.append(_wall_box(wall, um, BAND_Z0 + BAND_H / 2, ln, BAND_H - 0.018, 0.016,
+ M["trunk"], out=0.025, name=f"{wall}_trunk_lid"))
+ if parts:
+ group_fixture(f"Trunking{idx}", "trunking", parts)
+
+
+def _skirting(wall, idx, M):
+ parts = []
+ for u0, u1 in _free_spans(wall):
+ um, ln = (u0 + u1) / 2.0, u1 - u0
+ parts.append(_wall_box(wall, um, 0.0485, ln, 0.097, 0.018, M["skirt"],
+ name=f"{wall}_skirt"))
+ parts.append(_wall_box(wall, um, 0.106, ln, 0.018, 0.024, M["skirt"],
+ name=f"{wall}_skirt_lip"))
+ if parts:
+ group_fixture(f"Skirting{idx}", "skirting", parts)
+
+
+def _double_socket(wall, u, M, z=SOCK_Z, out=0.041):
+ """UK double socket ON the trunking lid: faceplate + 2 outlet bumps + 2 red rockers."""
+ p = [_wall_box(wall, u, z, 0.146, 0.086, 0.012, M["white"], out=out, name="sock_plate")]
+ for du in (-0.034, 0.034):
+ p.append(_wall_box(wall, u + du, z - 0.004, 0.036, 0.040, 0.007, M["white"],
+ out=out + 0.012, name="sock_outlet"))
+ p.append(_wall_box(wall, u + du, z + 0.028, 0.013, 0.018, 0.005, M["red"],
+ out=out + 0.012, name="sock_rocker"))
+ return p
+
+
+def _sockets(wall, idx, us, M):
+ parts = []
+ for u in us:
+ parts += _double_socket(wall, u, M)
+ group_fixture(f"Sockets{idx}", "socket", parts)
+
+
+def _shelf_unit(name, wall, uprights, u0, u1, M, items=()):
+ """Twin-slot shelving: slotted standards + brackets per shelf + wood boards +
+ wire bookends + items. items = (u, w, d, h, matkey, board) with board in {1,2}."""
+ parts = []
+ uh = UPRIGHT_Z1 - UPRIGHT_Z0
+ for u in uprights: # slotted standards (white metal)
+ parts.append(_wall_box(wall, u, UPRIGHT_Z0 + uh / 2, 0.025, uh, 0.012,
+ M["wmetal"], name="std"))
+ for bz in (SHELF_Z1, SHELF_Z2):
+ for u in uprights: # bracket arms under each board
+ parts.append(_wall_box(wall, u, bz - 0.026, 0.006, 0.034, 0.21,
+ M["wmetal"], name="bracket"))
+ parts.append(_wall_box(wall, (u0 + u1) / 2, bz, u1 - u0, 0.018, 0.24,
+ M["wood"], out=0.008, name="board"))
+ for (u, w, d, h, mk, board) in items:
+ ztop = (SHELF_Z1 if board == 1 else SHELF_Z2) + 0.009
+ parts.append(_wall_box(wall, u, ztop + h / 2, w, h, d, M[mk],
+ out=0.05, name="item"))
+ group_fixture(name, "shelf", parts)
+
+
+def _whiteboard(name, wall, uc, zc, W, H, M):
+ parts = []
+ parts.append(_wall_box(wall, uc, zc + H / 2 - 0.0125, W, 0.025, 0.018, M["alu"], name="frame_t"))
+ parts.append(_wall_box(wall, uc, zc - H / 2 + 0.0125, W, 0.025, 0.018, M["alu"], name="frame_b"))
+ for du in (-(W / 2 - 0.0125), W / 2 - 0.0125):
+ parts.append(_wall_box(wall, uc + du, zc, 0.025, H - 0.05, 0.018, M["alu"], name="frame_s"))
+ parts.append(_wall_box(wall, uc, zc, W - 0.05, H - 0.05, 0.010, M["face"],
+ out=0.004, name="face"))
+ parts.append(_wall_box(wall, uc, zc - H / 2 - 0.012, 0.35, 0.014, 0.055, M["alu"],
+ name="pen_tray"))
+ parts.append(_wall_box(wall, uc, zc - H / 2 - 0.017, 0.35, 0.012, 0.006, M["alu"],
+ out=0.049, name="tray_lip"))
+ for du in (-(W / 2 - 0.015), W / 2 - 0.015):
+ for dz in (-(H / 2 - 0.015), H / 2 - 0.015):
+ parts.append(_wall_box(wall, uc + du, zc + dz, 0.032, 0.032, 0.022,
+ M["dark"], name="corner_cap"))
+ group_fixture(name, "whiteboard", parts)
+
+
+def _pinboard(name, wall, uc, zc, W, H, M):
+ parts = []
+ parts.append(_wall_box(wall, uc, zc + H / 2 - 0.014, W, 0.028, 0.024, M["alu"], name="frame_t"))
+ parts.append(_wall_box(wall, uc, zc - H / 2 + 0.014, W, 0.028, 0.024, M["alu"], name="frame_b"))
+ for du in (-(W / 2 - 0.014), W / 2 - 0.014):
+ parts.append(_wall_box(wall, uc + du, zc, 0.028, H - 0.056, 0.024, M["alu"], name="frame_s"))
+ parts.append(_wall_box(wall, uc, zc, W - 0.056, H - 0.056, 0.012, M["pin"],
+ out=0.005, name="felt"))
+ for du in (-(W / 2 - 0.016), W / 2 - 0.016):
+ for dz in (-(H / 2 - 0.016), H / 2 - 0.016):
+ parts.append(_wall_box(wall, uc + du, zc + dz, 0.034, 0.034, 0.028,
+ M["dark"], name="corner_cap"))
+ group_fixture(name, "noticeboard", parts)
+
+
+def _radiator(name, wall, uc, M, W=1.55, z0=0.15, z1=0.74):
+ parts = []
+ n_fin, span = 16, W - 0.10
+ for i in range(n_fin): # vertical fin columns
+ u = uc - span / 2 + i * span / (n_fin - 1)
+ parts.append(_wall_box(wall, u, (z0 + z1) / 2 - 0.02, 0.026, z1 - z0 - 0.07, 0.10,
+ M["wmetal"], out=0.025, name="fin"))
+ parts.append(_wall_box(wall, uc, z1 - 0.012, W, 0.024, 0.115, M["wmetal"],
+ out=0.02, name="grille"))
+ for du in (-(W / 2 - 0.017), W / 2 - 0.017): # end caps
+ parts.append(_wall_box(wall, uc + du, (z0 + z1) / 2, 0.034, z1 - z0, 0.115,
+ M["wmetal"], out=0.02, name="end_cap"))
+ for du in (-(W / 2 + 0.045), W / 2 + 0.045): # valves + drop pipes
+ parts.append(_wall_box(wall, uc + du, z0 - 0.045, 0.05, 0.09, 0.05,
+ M["wmetal"], out=0.045, name="valve"))
+ parts.append(_wall_box(wall, uc + du, 0.035, 0.02, 0.07, 0.02,
+ M["wmetal"], out=0.058, name="pipe"))
+ group_fixture(name, "radiator", parts)
+
+
+def _ac_unit(name, wall, uc, M):
+ parts = []
+ parts.append(_wall_box(wall, uc, 2.38, 0.82, 0.30, 0.19, M["white"], out=0.02, name="body"))
+ parts.append(_wall_box(wall, uc, 2.44, 0.78, 0.16, 0.012, M["white"],
+ out=0.21, name="front_panel"))
+ for i in range(5): # louvre slats along the lower front vent
+ parts.append(_wall_box(wall, uc, 2.245 + i * 0.022, 0.74, 0.010, 0.018,
+ M["dark"], out=0.20, name="louvre"))
+ parts.append(_wall_box(wall, uc - 0.35, 1.625, 0.05, 1.21, 0.035, M["trunk"],
+ name="conduit")) # pipe drop to the dado band
+ group_fixture(name, "ac_unit", parts)
+
+
+def _coat_hooks(name, wall, us, rows, M, out=0.05):
+ """Hook rows on the (closed) door leaf: backplate + peg + upturned tip per hook."""
+ parts = []
+ for z in rows:
+ for u in us:
+ parts.append(_wall_box(wall, u, z, 0.025, 0.055, 0.008, M["white"],
+ out=out, name="hook_plate"))
+ parts.append(_wall_box(wall, u, z - 0.012, 0.012, 0.012, 0.045, M["white"],
+ out=out + 0.008, name="hook_peg"))
+ parts.append(_wall_box(wall, u, z + 0.002, 0.012, 0.022, 0.012, M["white"],
+ out=out + 0.041, name="hook_tip"))
+ group_fixture(name, "coat_hooks", parts)
+
+
+def _blinds(name, wall, M):
+ op = SHELL["openings"]["Window0"]
+ u0, u1 = op["offset"] - op["width"] / 2, op["offset"] + op["width"] / 2
+ parts = [_wall_box(wall, (u0 + u1) / 2, 2.58, u1 - u0 + 0.06, 0.08, 0.09,
+ M["white"], out=0.015, name="headrail")]
+ for i in range(11): # slats drawn open, stacked at the NORTH end (per stitch)
+ parts.append(_wall_box(wall, u1 - 0.33 + i * 0.030, 1.79, 0.018, 1.55, 0.095,
+ M["blind"], out=0.015, name="slat"))
+ group_fixture(name, "blinds", parts)
+
+
+def _switch(name, wall, u, z, M):
+ parts = [_wall_box(wall, u, z, 0.086, 0.086, 0.011, M["white"], name=f"{wall}_sw_plate"),
+ _wall_box(wall, u, z, 0.032, 0.038, 0.006, M["white"], out=0.011,
+ name=f"{wall}_sw_rocker")]
+ group_fixture(name, "switch", parts)
+
+
+def build_fixtures(M):
+ # perimeter runs on every wall (auto-break at the Wall1 door)
+ for i, wn in enumerate(sorted(SHELL["walls"])):
+ _trunking(wn, i, M)
+ _skirting(wn, i, M)
+
+ # ---- Wall0 (long north wall): shelving unit + whiteboard + 9 double sockets
+ _shelf_unit("Shelf0", "Wall0", [0.35, 0.75, 1.15, 1.55, 1.95, 2.35], 0.25, 2.45, M, items=[
+ (0.90, 0.25, 0.18, 0.06, "book_t", 2), # flat stack, upper board
+ (1.62, 0.05, 0.22, 0.24, "book_r", 2), # upright folders
+ (1.68, 0.05, 0.22, 0.24, "book_b", 2),
+ (1.74, 0.05, 0.22, 0.24, "book_t", 2),
+ (2.10, 0.16, 0.14, 0.11, "white", 2), # small box
+ (0.75, 0.15, 0.05, 0.12, "brown", 1), # toy horse
+ (1.00, 0.10, 0.012, 0.14, "card", 1), # postcards row
+ (1.15, 0.10, 0.012, 0.14, "card", 1),
+ (1.30, 0.10, 0.012, 0.14, "card", 1),
+ (1.45, 0.10, 0.012, 0.14, "card", 1),
+ (1.95, 0.07, 0.07, 0.27, "green", 1), # bottle
+ (2.16, 0.03, 0.15, 0.21, "book_r", 1), # books
+ (2.20, 0.03, 0.15, 0.20, "book_b", 1),
+ (2.24, 0.03, 0.15, 0.21, "book_t", 1),
+ (2.34, 0.002, 0.15, 0.12, "wmetal", 1), # wire bookend
+ ])
+ _whiteboard("Whiteboard0", "Wall0", 3.28, 1.57, 1.24, 0.88, M)
+ _sockets("Wall0", 0, [0.35, 0.60, 1.10, 1.55, 1.80, 2.25, 2.80, 3.40, 3.95], M)
+
+ # ---- Wall1 (south wall, door at east end): AC + coat hooks + shelving + sockets
+ _ac_unit("AC0", "Wall1", 2.64, M)
+ _coat_hooks("CoatHooks0", "Wall1", [0.25, 0.42, 0.59, 0.76], [1.80, 1.55], M)
+ _shelf_unit("Shelf1", "Wall1", [1.55, 1.98, 2.40, 2.83, 3.25], 1.48, 3.32, M, items=[
+ (2.00, 0.18, 0.12, 0.08, "white", 1), # white box
+ (2.90, 0.09, 0.09, 0.10, "black", 1), # black mug
+ (3.08, 0.03, 0.14, 0.19, "book_b", 1),
+ (1.90, 0.12, 0.10, 0.09, "white", 2),
+ (2.35, 0.22, 0.16, 0.12, "white", 2), # equipment box
+ (2.62, 0.12, 0.10, 0.15, "dark", 2),
+ (1.75, 0.25, 0.18, 0.07, "book_t", 1), # flat stack
+ (1.66, 0.002, 0.15, 0.12, "wmetal", 1), # wire bookend
+ ])
+ _sockets("Wall1", 1, [1.52, 1.89, 2.36, 2.73, 3.11, 3.42], M)
+
+ # ---- Wall2 (east wall): shelving at north + pinboard at south end + sockets
+ # (positions measured off the RECTIFIED stitch: boards u 0.70-2.35, pin u 2.56-3.18)
+ _pinboard("Pinboard0", "Wall2", 2.87, 1.525, 0.62, 0.91, M)
+ _shelf_unit("Shelf2", "Wall2", [0.72, 1.50, 2.31], 0.70, 2.35, M, items=[
+ (1.20, 0.35, 0.15, 0.05, "wood", 1), # flat wood offcut stack
+ (1.60, 0.30, 0.13, 0.03, "book_t", 1),
+ (2.29, 0.002, 0.15, 0.12, "wmetal", 1), # wire bookend
+ (0.74, 0.002, 0.15, 0.12, "wmetal", 1),
+ ])
+ _sockets("Wall2", 2, [0.25, 0.45, 0.95, 1.13, 1.89, 2.08, 2.60, 2.78], M)
+
+ # ---- Wall5 (west window wall): vertical blinds + radiator + 3 double sockets
+ _blinds("Blinds0", "Wall5", M)
+ _radiator("Radiator0", "Wall5", 1.125, M)
+ _sockets("Wall5", 5, [0.45, 1.00, 1.55], M)
+
+ # ---- Wall7 (sliver by the west notch): light switch
+ _switch("Switch0", "Wall7", 0.20, 1.05, M)
+
+
+def harness_stage(scene):
+ """Agent-authored pass over the blank build: ceiling, real materials, fixtures."""
+ M = _harness_mats()
+ build_ceiling()
+ apply_surface_materials(M)
+ build_fixtures(M)
+ bpy.context.view_layer.update()
+ scene.index()
+ print(" harness: ceiling + materials + fixtures built")
+
+
+# ============================================================================
# main
# ============================================================================
def main():
scene = RoomScene().build()
+ harness_stage(scene)
scene.summary()
scene.export_glb()
③ QC pass(es)
qc · qc_20260720_074632.log
•STEP #1
I'll start by reading the room files in the QC working directory.
⌘ 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
•STEP #2
I've read Room.py in full. Now let me look at the Objects directory and the door/window build code, plus the stitches.
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen
👁INSPECT #3
The window build looks good — transparent glass (transmission 0.92), keyframed operable casement. Now the door:
⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen🔧 ToolSearch select:mcp__cap__render,mcp__cap__critic📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen⌘ Bash🖼 render room
•STEP #4
The MCP render can't infer the scan — per my memory I need the engine CLI with `scan=` explicitly. Let me check the recipe:
⌘ Bash⌘ Bash⌘ Bash📄 Read /tmp/qc_elliott/ref1/Wall1_compare.png📄 Read /tmp/qc_elliott/ref1/Wall5_compare.png📄 Read /tmp/qc_elliott/ref1/Wall5_frame_00007.p📄 Read /tmp/qc_elliott/ref1/Wall1_frame_00025.p📄 Read /tmp/qc_elliott/ref1/_sc/surface_compare⌘ Bash
✏️EDIT #5
Now I'll make the edits. First, remove the coat-hook grid that overlaps the door opening (the door GLB already carries hooks on its leaf):
✏️ 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 #6
Now rebuild the window GLB into `room_preview/Object/`:
⌘ Bash⌘ Bash⌘ Bash⌘ Bash
•STEP #7
Rebuilt. Now re-render Wall1 and Wall5 to verify the edits (this also re-executes Room.py, validating the Python):
⌘ Bash📄 Read /tmp/qc_elliott/ref2/Wall5_compare.png📄 Read /tmp/qc_elliott/ref2/Wall1_compare.png📄 Read /tmp/qc_elliott/ref2/Wall5_frame_00007.p⌘ Bash📄 Read /tmp/qc_elliott/crop_left.png⌘ Bash
•STEP #8
Room.glb wasn't re-exported yet (renders are live). I'll rebuild artifacts at the end. First, per-object QC — pick frames facing each table:
⌘ Bash⌘ Bash📄 Read /tmp/qc_elliott/obj/Table0_frame_00047.p📄 Read /tmp/qc_elliott/obj/Table0_frame_00012.p⌘ Bash📄 Read /tmp/qc_elliott/obj/Table1_frame_00013.p📄 Read /tmp/qc_elliott/obj/Table1_frame_00015.p⌘ Bash⌘ Bash
•STEP #9
My grep filtered out lines starting with "Fra" — which removed `Frame_Base`! Re-run properly:
⌘ Bash⌘ Bash📄 Read /tmp/qc_elliott/desk_crop.png⌘ Bash⌘ Bash⌘ Bash⌘ Bash⌘ Bash
👁INSPECT #10
One last checklist item — hydraulic door closer on the real door. Let me check the door-top view:
📄 Read /tmp/qc_elliott/ref2/Wall1_frame_00024.p⚖️ critic Wall5
✏️EDIT #11
The critic may be misreading small images (my crop clearly showed the vanes). Let me verify at full resolution in the ortho compare:
⌘ Bash📄 Read /tmp/qc_elliott/w5_left.png✏️ Edit /scratch2/code/LiteReality_to_share/agen
•STEP #12
You're out of usage credits. Run /usage-credits to keep using Fable 5 or /model to switch models.
opus · qc_opus_20260720_082824.log
•STEP #1
I'll start by reading the Room.md and Room.py files in full to understand what's already authored.
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
•STEP #2
This is the base builder. Let me continue reading to find the authoring/harness layer and the SHELL dict.
📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
•STEP #3
Now let me look at the procedural door and window objects, and the object references.
⌘ Bash⌘ Bash
•STEP #4
The object.md files describe good design already (transparent glass, articulated door/window). Let me check the git diff to see what's already been mo
⌘ Bash
•STEP #5
Not git-tracked. Let me view the door/window references and their wall stitches as ground truth.
📄 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 #6
Both object.md docs already describe correct behavior (transparent glass, articulated door/window). Let me verify the actual object.py code for the wi
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen
•STEP #7
The window object is already fully correct (transparent glass Transmission 0.92, articulated right sash, internal blind removed to avoid doubling with
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen
👁INSPECT #8
Door reference shows no hydraulic closer (just hooks, lever, hinges) — door object.md matches, so no closer needed. The authoring already looks largel
🔧 ToolSearch select:mcp__cap__render🖼 render room
•STEP #9
The MCP render can't infer scan. Per my memory, this room needs `scan=` explicit via the engine API/CLI. Let me find the render driver.
⌘ Bash⌘ Bash⌘ Bash
•STEP #10
I have the render API. Let me check whether the `output/` and `final_results/` room dirs are linked (same inode), since the engine reads from `output/
⌘ Bash
•STEP #11
Same inode — editing `final_results` updates both. Now let me render the scene overview plus Wall5 (window) and Wall1 (door) to verify current state.
⌘ Bash
•STEP #12
A stray `/tmp/inspect.py` shadows stdlib. Let me run the script from an isolated directory.
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen
•STEP #13
Wall5 render shows the window as transparent/daylit with radiator below — good, not a black void. Let me check Wall1 (door).
📄 Read /scratch2/code/LiteReality_to_share/agen
•STEP #14
Both openings render correctly (window transparent/daylit, door present). Let me render a room overview to check the ceiling material and overall scen
⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
•STEP #15
Both scene overviews match the real photos well: window transparent/daylit, vertical blinds parked left, radiator below, desks (Table1 T-legs, Table0
⌘ Bash
•STEP #16
All fixtures clear both openings (Wall5 sockets/radiator sit below the window sill; blinds over the window are permitted).
All fixtures clear both openings (Wall5 sockets/radiator sit below the window sill; blinds over the window are permitted).
I've completed the QC pass. After reading `Room.md` + `Room.py` in full (builder + `SHELL` + harness layer) and both procedural opening objects, then render-checking against the stitches and references, I found the scene already satisfies every QC criterion — including the item that usually needs work (the window). I made **no edits**, because the fewest edits that resolve the issues is zero: forcing changes would only risk undoing good authoring.
## Per-surface verification
**Openings & glass**
- **Window0 (Wall5)** — `Wall5_Window_0/object.py`: glazing is real transparent glass (`Transmission 0.92`, `Roughness 0.05`, `IOR 1.45`, exported via KHR_materials_transmission). The opening is a true cut — the Wall5 render shows daylight/buildings through it, not a black void or an opaque card. It's **articulated**: `Sash_Right` is a revolute leaf (0→60°) and its pane is joined into the sash node, so the glass moves with the leaf. Only one window on the wall → nothing to unify. The internal duplicate pleated blind has already been removed (code note at object.py:680) so it doesn't double up with the room's blinds.
- **Door0 (Wall1)** — `Wall1_Door_0/object.py`: flush white leaf in a cut opening, **articulated** revolute hinge (0→88°, opens toward −Y). No glazing (matches reference). The door reference shows **no hydraulic closer** (only lever + hooks + hinges), so none is required.
**Blinds** — `Blinds0` on Wall5 is articulated vertical vanes (prismatic slide, parked open at the south jamb per the stitch); when open they clear the glass. Renders confirm the vanes park left of the window, matching the real photo.
**Materials & lighting** — Ceiling0 is built and materialed (`_ceiling_mat`, suspended-grid tile). Only emitter is the window daylight card (real exterior daylight — consistent with the base builder and the sibling scenes), no invented in-room lights. No new bare-colour geometry was added.
**Wall fixtures vs openings** — numerically verified: all six Wall1 sockets (u≥1.52) + AC0 + Shelf1 sit west of the Door0 span (u 0.11–0.90); trunking/skirting auto-break at the door via `_free_spans`. On Wall5 the three sockets and radiator sit **below** the window sill (z≤0.94 vs opening z≥1.12), so nothing overlaps the glazed opening; only the blind sits over it.
**Objects** — Table0 (round beech pedestal) and Table1 (rectangular beech height-adjustable T-leg desk) match their reference images in type/proportion in-scene; chairs are the static clusters. No major discrepancies. Walls/openings/furniture were not moved.
The full `Room.py` (blank build → `harness_stage` ceiling/materials/fixtures) compiles and renders cleanly. Nothing required changing.
④ Reference images used
Object references (object refs)real crop → reference · 2




Object references (opening refs)real crop → reference · 2




Surface references (per-wall stitches)authoring ground truth · 11
Final — render | photo

























