① One-shot authoring
model claude-fable-5 · 79 tool calls · 16m34s · cost $11.336762000000002
•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
•STEP #2
The Room.py here is the raw builder — no materials section or fixture helpers yet, so I'll be adding those. Let me load the render/material tools and
🔧 ToolSearch select:mcp__cap__render,mcp__cap__fetch_📄 Read /scratch2/code/LiteReality_to_share/agen
✏️EDIT #3
Now let me read all the reference stitches to understand the room.
📄 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🔎 Glob *.jpg📄 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 grey vinyl linoleum floor smooth🎨 fetch_material white office suspended ceiling tile🎨 fetch_material white square ceramic wall tiles kitchen⌘ Bash⌘ Bash✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen
👁INSPECT #4
Syntax check, then render the room:
scene · scene_frame_00005
scene · scene_frame_00020
scene · scene_frame_00035
scene · scene_frame_00050⌘ Bash🖼 render room
•STEP #5
The MCP render can't infer the scan (known issue from memory) — I'll use the render engine CLI directly with `scan=` explicit. Let me check its interf
⌘ Bash⌘ Bash
•STEP #6
`render_surface` gives head-on ortho vs stitch per wall — exactly what I need. First a full-scene render to check structure + materials:
⌘ 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 grey vinyl linoleum floor smooth
✏️EDIT #7
The normal map still carries the hex pattern, so I'll drop the floor's normal strength too:
✏️ Edit /scratch2/code/LiteReality_to_share/agen
•STEP #8
Now the mandatory per-wall verification — head-on ortho renders of every fixture wall in one pass:
⌘ Bash⌘ Bash⌘ Bash📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen🎨 fetch_material white office suspended ceiling tile🎨 fetch_material white square ceramic wall tiles kitchen
✏️EDIT #9
Now the geometry tweaks in `Room.py`:
✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen
✏️EDIT #10
Adding the two dark ceiling extract grilles the stitch shows:
✏️ 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📄 Read /scratch2/code/LiteReality_to_share/agen
•STEP #11
Wall1/Wall2/Wall3 now all verify well. The splashback still renders dark — let me look at the actual tile diffuse:
📄 Read /scratch2/code/LiteReality_to_share/agen
✏️EDIT #12
The tile texture itself is fine (white mosaic) — the dark band is the strong normal/rough response under the ortho lighting. I'll soften the normal an
✏️ 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📄 Read /scratch2/code/LiteReality_to_share/agen📄 Read /scratch2/code/LiteReality_to_share/agen
👁INSPECT #13
All walls verify. Quick critic gate on the two most content-heavy comparisons, then I'll wrap up:
⚖️ critic
✏️EDIT #14
Critic passes (8/10, no issues). Updating the render memory with the nuance I hit, then summarising:
📄 Read /home/zelda/zh340/.claude/projects/-scra✏️ Edit /home/zelda/zh340/.claude/projects/-scra
•STEP #15
Done — the room is rebuilt in `Room.py` with a full harness section (ceiling + materials + multi-part fixtures), it compiles, every fixture wall was r
All render-vs-real montages10 more
Authoring — model summary
Done — the room is rebuilt in `Room.py` with a full harness section (ceiling + materials + multi-part fixtures), it compiles, every fixture wall was render-verified head-on against its stitch, and the critic gate passes at 8/10 with no issues.
## What changed in `Room.py`
**Structure (job 1).** The SHELL's 11-wall footprint, door and window offsets all matched the photos, so I made no SHELL edits. The one real structural gap was the missing ceiling: `_build_ceiling()` now closes the room with the wall-loop polygon at `ceiling_z`.
**Materials (job 1).** Cream magnolia paint on most walls; grey-green paint on Wall5/Wall7 (they're clearly grey in the stitches); grey vinyl floor from a recoloured Poly Haven linoleum (pattern flattened to 15% — the first fetch rendered a loud retro hex pattern); white-recoloured suspended-tile texture on the ceiling; white mosaic tile texture on the splashback. All shell textures are BOX-projected from world coords since the shell has no UVs.
**Fixtures (job 2)** — every one a multi-part assembly bundled by the new `group_fixture()` helper into a single named, hide-as-a-unit group:
| Wall | Group | Parts |
|---|---|---|
| Wall0 | `Whiteboard0` | 4 aluminium frame bars + recessed white face + pen tray shelf + tray lip + 3 coloured marker pens |
| Wall2 | `Whiteboard1` | same frame/face/tray/pens + 2 stuck notes (yellow + blue) |
| Wall3 | `Whiteboard2` | same assembly + A4 notice on the face (top-right, as in the "Wash up!!" photo) |
| Wall1 | `PaintPanel0`, `Sounder0` | grey-painted column strip; alarm sounder = base disc + proud dome (cylinders) at 2.2 m |
| Wall10 | `Trunking0`, `Socket0/1/2`, `Dispenser0` | trunking = channel + proud clip-on lid, breaking at the door; each socket = faceplate + 2 dark outlets + 2 rockers, mounted proud of the trunking lid; dispenser = body + proud front + dark slot + lip |
| Wall4 | `Splashback0` | tiled slab spanning worktop→upper cabinets + notice sheet |
| Wall5 | `Socket3` | double socket above the worktop |
| Wall6 | `Cupboard0` | architrave (2 legs + head) + door slab + inspection window (4 proud frame bars + sunken glass) + A4 notice |
| all visible walls | `Skirting0` | grey coved skirting runs per clear span (breaks at the door) |
| ceiling | `CeilingLight0/1`, `Vent0/1` | lights = rim + emissive diffuser panel; vents = rim + dark core + 3 louvre slats |
**Render verification.** Head-on ortho-vs-stitch checks done for Wall0, Wall1, Wall2, Wall3, Wall4, Wall5, Wall6, Wall10, Flo
✓ [3/6] one-shot authoring · 16m35s
⊘ [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): 11 walls, 2 openings, 11 objects(无 usdz)
thickened 11 walls outward to ~0.1 m
cut 2/2 openings {'Door0': 'Wall10', 'Window0': 'Wall10'}
11:50:13 | INFO: Data are loaded, start creating Blender stuff
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placed 13 asset instances
built 0 capture cameras
indexed 25 objects, 0 cameras
floor-grounded 0 visible piece(s)
harness: ceiling + materials + fixtures decorated
=== ROOM SCENE (blank) ===
alarm : Sounder0
ceiling : Ceiling0
chair : Chair0, Chair1, Chair2, Chair3
cupboard : Cupboard0
dispenser: Dispenser0
door : Door0
floor : Floor0
light : CeilingLight0, CeilingLight1
object : Dishwasher0
paint : PaintPanel0
sink : Sink_Storage0
skirting : Skirting0
socket : Socket0, Socket1, Socket2, Socket3
sofa : Sofa0
splashback: Splashback0
storage : Storage0, Storage1, Storage3
table : Table0
trunking : Trunking0
vent : Vent0, Vent1
wall : Wall0, Wall1, Wall10, Wall2, Wall3, Wall4, Wall5, Wall6, Wall7, Wall8, Wall9
whiteboard: Whiteboard0, Whiteboard1, Whiteboard2
window : Window0
placeable surfaces (top z):
Storage0 z=0.783 center=[0.8177, -1.5834, 0.3921]
Storage1 z=-0.909 center=[2.2151, 0.8206, -1.1624]
Storage3 z=-0.751 center=[-1.475, 1.0852, -1.0838]
Table0 z=-0.692 center=[0.8563, -0.0118, -1.0539]
cameras: none
INFO Draco mesh compression is available, use library at /scratch2/zh340/blender-4.5.1-linux-x64/4.5/scripts/addons_core/io_scene_gltf2/libextern_draco.so
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11:50:14 | INFO: Finished glTF 2.0 export in 1.58622407913208 s
EXPORTED -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/fallside-kitchen-Zhening/scene_stage/_oneshot/room_preview/Room.glb (25715 KB)
LAYOUT -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/fallside-kitchen-Zhening/scene_stage/_oneshot/room_preview/room_layout.json (44 objects, 0 cameras)
Info: Saved as "Room.blend"
BLEND -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/fallside-kitchen-Zhening/scene_stage/_oneshot/room_preview/Room.blend (33244 KB)
COPIED -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/fallside-kitchen-Zhening/scene_stage/_oneshot/room_preview/build_room.py
DONE
Blender 4.5.1 LTS (hash b0a72b245dcf built 2025-07-29 06:24:35)
Blender quit
=== 物化 11 个物体 ===
tex Dishwasher0: 重建 7 张贴图
regen Dishwasher0 (object.py)
tex Sink_Storage0: 重建 2 张贴图
regen Sink_Storage0 (object.py)
regen Storage0 (object.py)
tex Storage1: 重建 4 张贴图
regen Storage1 (object.py)
regen Storage3 (object.py)
tex Table0: 重建 4 张贴图
regen Table0 (object.py)
tex Wall10_Door_0: 重建 4 张贴图
regen Wall10_Door_0 (object.py)
tex Wall10_Window_0: 重建 4 张贴图
regen Wall10_Window_0 (object.py)
wrap ChairCluster0 (object.py)
wrap ChairCluster1 (object.py)
wrap Sofa0 (object.py)
=== 装配(无 frames(仅几何),外壳来自 Room.py 的 SHELL)-> Room.glb + Room.blend ===
物化 11/11 个物体
Room_preview -> /scratch2/code/LiteReality_to_share/agentic_litereality/output/fallside-kitchen-Zhening/scene_stage/_oneshot/room_preview
viewer → /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/fallside-kitchen-Zhening/fallside-kitchen-Zhening.html (12.6 MB, self-contained)
final_results → /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/fallside-kitchen-Zhening
✓ [6/6] export three.js viewer · 11s
╭────────── fallside-kitchen-Zhening ──────────╮
✓ init (skipped) 0s
✓ stitches (skipped) 0s
✓ one-shot authoring 16m35s
✓ obj refine (skipped) 0s
✓ wall refine (skipped) 0s
✓ export three.js viewer 11s
total 16m46s
viewer /scratch2/code/LiteReality_to_share/agentic_litereality/final_results/fallside-kitchen-Zhening/fallside-kitchen-Zhening.html
room /scratch2/code/LiteReality_to_share/agentic_litereality/output/fallside-kitchen-Zhening/scene_stage/_oneshot/room/Room.py
╰────────────────────────────────────────────────╯
② Code changes
Room.py diffseed (blank shell) → authored
+433 −0 lines · seed → authored Room.py
@@ -1163,4 +1163,5 @@
def main():
scene = RoomScene().build()
+ decorate(scene) # harness: this room's ceiling + materials + wall fixtures
scene.summary()
scene.export_glb()
@@ -2033,4 +2034,436 @@
+# ============================================================================
+# HARNESS — this room's ceiling, surface materials and wall fixtures.
+# Everything below is authored against the head-on stitches + capture frames:
+# an office kitchen/common room with magnolia walls, grey vinyl floor, white
+# suspended-tile ceiling, whiteboards on Wall0/2/3, a tiled kitchen splashback
+# on Wall4, and trunking + sockets + a paper-towel dispenser on Wall10.
+# ============================================================================
+MAT_DIR = os.path.join(HERE, "materials")
+
+WALL_CREAM = (0.937, 0.902, 0.792) # magnolia paint (Wall0..4, 6, 8..10)
+WALL_GREY = (0.820, 0.822, 0.800) # grey-green paint (Wall5, Wall7, Wall1 column)
+SKIRT_GREY = (0.478, 0.494, 0.510) # grey coved vinyl skirting
+PLASTIC_WHITE = (0.930, 0.930, 0.915)
+
+
+def _mat_solid(name, srgb, rough=0.6, metal=0.0, emit=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")
+ lin = srgb_to_linear(srgb)
+ if emit > 0.0:
+ b = nt.nodes.new("ShaderNodeEmission")
+ b.inputs["Color"].default_value = (*lin, 1.0)
+ b.inputs["Strength"].default_value = emit
+ nt.links.new(b.outputs["Emission"], out.inputs["Surface"])
+ return mat
+ b = nt.nodes.new("ShaderNodeBsdfPrincipled")
+ nt.links.new(b.outputs["BSDF"], out.inputs["Surface"])
+ b.inputs["Base Color"].default_value = (*lin, 1.0)
+ b.inputs["Roughness"].default_value = rough
+ if "Metallic" in b.inputs:
+ b.inputs["Metallic"].default_value = metal
+ return mat
+
+
+def _mat_tex(name, base, scale=1.0, normal_strength=0.6):
+ """PBR material from materials/<base>_{diff,rough,normal}.jpg, BOX-projected
+ from world coords (the shell has no UVs) — `scale` = repeats per metre."""
+ 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 = (scale, scale, scale)
+ nt.links.new(tc.outputs["Object"], mp.inputs["Vector"])
+
+ def img_node(suffix, non_color):
+ 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 non_color:
+ n.image.colorspace_settings.name = "Non-Color"
+ nt.links.new(mp.outputs["Vector"], n.inputs["Vector"])
+ return n
+
+ d = img_node("diff", False)
+ if d:
+ nt.links.new(d.outputs["Color"], b.inputs["Base Color"])
+ r = img_node("rough", True)
+ if r:
+ nt.links.new(r.outputs["Color"], b.inputs["Roughness"])
+ nm = img_node("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
+
+
+# ------------------------------------------------------------------ geometry
+def _room_centre_xy():
+ pts = [w["start"] for w in SHELL["walls"].values()]
+ return Vector((sum(p[0] for p in pts) / len(pts), sum(p[1] for p in pts) / len(pts), 0.0))
+
+
+def _wall_frame(wall):
+ """(start, along-dir, inward-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).normalized()
+ n = Vector((-d.y, d.x, 0.0))
+ mid = (s + e) / 2
+ if n.dot(_room_centre_xy() - mid) < 0:
+ n = -n
+ return s, d, n, (e - s).length
+
+
+def _box(name, center, xdir, xlen, ydir, ylen, zlen, mat=None):
+ me = _unit_cube_mesh(name)
+ ob = bpy.data.objects.new(name, me)
+ ob.matrix_world = Matrix(
+ (
+ (xdir.x * xlen, ydir.x * ylen, 0.0, center[0]),
+ (xdir.y * xlen, ydir.y * ylen, 0.0, center[1]),
+ (0.0, 0.0, zlen, 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, z0, w, h, depth, out=0.0, name="part", mat=None):
+ """A box flat against `wall`: centred `u` metres along it, bottom `z0` above
+ the floor, `w`x`h` face, `depth` thick, pushed `out` metres off the wall face."""
+ s, d, n, _L = _wall_frame(wall)
+ c = s + d * u + n * (out + depth / 2.0)
+ zc = SHELL["floor_z"] + z0 + h / 2.0
+ return _box(name, (c.x, c.y, zc), d, w, n, depth, h, mat)
+
+
+def _wall_cyl(wall, u, zc, r, depth, out=0.0, name="cyl", mat=None, seg=24):
+ """A shallow cylinder on `wall` (axis = wall normal): sounders, buttons."""
+ s, d, n, _L = _wall_frame(wall)
+ c = s + d * u + n * (out + depth / 2.0)
+ bpy.ops.mesh.primitive_cylinder_add(
+ vertices=seg, radius=r, depth=depth, location=(c.x, c.y, SHELL["floor_z"] + zc)
+ )
+ ob = bpy.context.active_object
+ ob.name = name
+ ob.rotation_mode = "QUATERNION"
+ ob.rotation_quaternion = Vector((0, 0, 1)).rotation_difference(n)
+ if mat is not None:
+ ob.data.materials.append(mat)
+ return ob
+
+
+def group_fixture(name, category, parts):
+ """Bundle a fixture's parts into ONE named, hide-as-a-unit group: an empty
+ handle carrying room_id/category, every part parented to it, all living in
+ a collection named after the fixture (so it toggles like Table0/Chair0)."""
+ coll = bpy.data.collections.get(name)
+ if coll is None:
+ coll = bpy.data.collections.new(name)
+ bpy.context.scene.collection.children.link(coll)
+ handle = bpy.data.objects.new(name, None)
+ handle.empty_display_size = 0.1
+ handle["room_id"] = name
+ handle["category"] = category
+ ctr = Vector()
+ for p in parts:
+ ctr += p.matrix_world.translation
+ handle.matrix_world = Matrix.Translation(ctr / max(len(parts), 1))
+ coll.objects.link(handle)
+ for p in parts:
+ move_to_collection(p, coll)
+ p.parent = handle
+ p.matrix_parent_inverse = handle.matrix_world.inverted()
+ return handle
+
+
+# ------------------------------------------------------------------ fixtures
+def _whiteboard(name, wall, u, z0, w, h, papers=(), pens=2):
+ """Magnetic whiteboard: 4 aluminium frame bars + white face + pen tray
+ (+ optional paper sheets stuck to the face, + marker pens on the tray)."""
+ alu = _mat_solid("Fix_Alu", (0.72, 0.73, 0.75), rough=0.35, metal=1.0)
+ face = _mat_solid("Fix_BoardFace", (0.965, 0.965, 0.96), rough=0.22)
+ parts = []
+ fb, fd = 0.025, 0.028 # frame bar width / depth off the wall
+ # face slab, slightly recessed vs the frame
+ parts.append(_wall_box(wall, u, z0 + fb, w - 2 * fb, h - 2 * fb, 0.014, 0.006,
+ f"{name}_face", face))
+ # frame: top / bottom / left / right bars
+ parts.append(_wall_box(wall, u, z0 + h - fb, w, fb, fd, 0.0, f"{name}_frame_t", alu))
+ parts.append(_wall_box(wall, u, z0, w, fb, fd, 0.0, f"{name}_frame_b", alu))
+ parts.append(_wall_box(wall, u - w / 2 + fb / 2, z0 + fb, fb, h - 2 * fb, fd, 0.0,
+ f"{name}_frame_l", alu))
+ parts.append(_wall_box(wall, u + w / 2 - fb / 2, z0 + fb, fb, h - 2 * fb, fd, 0.0,
+ f"{name}_frame_r", alu))
+ # pen tray: shelf + front lip
+ tw = min(0.55, 0.5 * w)
+ parts.append(_wall_box(wall, u, z0 - 0.012, tw, 0.012, 0.075, 0.0, f"{name}_tray", alu))
+ parts.append(_wall_box(wall, u, z0 - 0.012, tw, 0.030, 0.010, 0.065, f"{name}_tray_lip", alu))
+ pen_cols = [(0.15, 0.15, 0.16), (0.75, 0.12, 0.10), (0.10, 0.25, 0.65)]
+ for i in range(pens):
+ pm = _mat_solid(f"Fix_Pen{i}", pen_cols[i % 3], rough=0.4)
+ parts.append(_wall_box(wall, u - tw / 4 + i * 0.09, z0 + 0.002, 0.115, 0.016, 0.016,
+ 0.028, f"{name}_pen{i}", pm))
+ for j, (pu, pz, pw, ph, col) in enumerate(papers):
+ pm = _mat_solid(f"Fix_Paper_{name}{j}", col, rough=0.75)
+ parts.append(_wall_box(wall, pu, pz, pw, ph, 0.003, 0.022, f"{name}_paper{j}", pm))
+ group_fixture(name, "whiteboard", parts)
+
+
+def _trunking(name, wall, spans, z0, h=0.16):
+ """Dado cable trunking: channel base + proud clip-on lid per clear span."""
+ white = _mat_solid("Fix_Trunk", PLASTIC_WHITE, rough=0.45)
+ parts = []
+ for i, (a, b) in enumerate(spans):
+ L = b - a
+ if L < 0.15:
+ continue
+ um = (a + b) / 2
+ parts.append(_wall_box(wall, um, z0, L, h, 0.020, 0.0, f"{name}_ch{i}", white))
+ parts.append(_wall_box(wall, um, z0 + 0.018, L, h - 0.036, 0.014, 0.020,
+ f"{name}_lid{i}", white))
+ group_fixture(name, "trunking", parts)
+
+
+def _socket_double(name, wall, u, z0, out=0.0):
+ """UK double socket: faceplate + two raised outlets + two tiny rockers."""
+ white = _mat_solid("Fix_Socket", PLASTIC_WHITE, rough=0.4)
+ dark = _mat_solid("Fix_SocketHole", (0.25, 0.25, 0.26), rough=0.5)
+ parts = [_wall_box(wall, u, z0, 0.146, 0.086, 0.012, out, f"{name}_plate", white)]
+ for k, du in enumerate((-0.034, 0.034)):
+ parts.append(_wall_box(wall, u + du, z0 + 0.018, 0.048, 0.050, 0.006, out + 0.012,
+ f"{name}_outlet{k}", dark))
+ parts.append(_wall_box(wall, u + du, z0 + 0.060, 0.014, 0.018, 0.008, out + 0.012,
+ f"{name}_rocker{k}", white))
+ group_fixture(name, "socket", parts)
+
+
+def _dispenser(name, wall, u, z0):
+ """Wall paper-towel dispenser: body + proud front panel + dark slot + lip."""
+ white = _mat_solid("Fix_Disp", (0.94, 0.94, 0.93), rough=0.35)
+ grey = _mat_solid("Fix_DispSlot", (0.35, 0.36, 0.37), rough=0.5)
+ parts = [
+ _wall_box(wall, u, z0, 0.27, 0.34, 0.115, 0.0, f"{name}_body", white),
+ _wall_box(wall, u, z0 + 0.05, 0.245, 0.27, 0.012, 0.115, f"{name}_front", white),
+ _wall_box(wall, u, z0 + 0.012, 0.19, 0.028, 0.010, 0.108, f"{name}_slot", grey),
+ _wall_box(wall, u, z0, 0.245, 0.012, 0.020, 0.112, f"{name}_lip", white),
+ ]
+ group_fixture(name, "dispenser", parts)
+
+
+def _sounder(name, wall, u, zc):
+ """Fire-alarm sounder: wall base disc + smaller proud dome."""
+ white = _mat_solid("Fix_Sounder", (0.95, 0.95, 0.94), rough=0.45)
+ parts = [
+ _wall_cyl(wall, u, zc, 0.058, 0.028, 0.0, f"{name}_base", white),
+ _wall_cyl(wall, u, zc, 0.042, 0.040, 0.024, f"{name}_dome", white),
+ ]
+ group_fixture(name, "alarm", parts)
+
+
+def _cupboard_door(name, wall, u):
+ """Wall6's tall white service-cupboard door: architrave frame + door slab +
+ recessed inspection window (proud frame bars, sunken glass) + notice."""
+ white = _mat_solid("Fix_CupWhite", (0.925, 0.925, 0.91), rough=0.5)
+ glass = _mat_solid("Fix_CupGlass", (0.55, 0.57, 0.58), rough=0.15, metal=0.3)
+ paper = _mat_solid("Fix_CupPaper", (0.97, 0.97, 0.96), rough=0.75)
+ dw, dh = 0.74, 2.02
+ parts = [
+ # architrave: two legs + head
+ _wall_box(wall, u - dw / 2 - 0.035, 0.0, 0.07, dh + 0.05, 0.030, 0.0, f"{name}_arch_l", white),
+ _wall_box(wall, u + dw / 2 + 0.035, 0.0, 0.07, dh + 0.05, 0.030, 0.0, f"{name}_arch_r", white),
+ _wall_box(wall, u, dh + 0.05, dw + 0.14, 0.07, 0.030, 0.0, f"{name}_arch_t", white),
+ # door slab
+ _wall_box(wall, u, 0.005, dw, dh, 0.045, 0.0, f"{name}_door", white),
+ # inspection window: sunken glass + 4 proud frame bars
+ _wall_box(wall, u, 1.38, 0.26, 0.32, 0.008, 0.030, f"{name}_glass", glass),
+ _wall_box(wall, u, 1.70, 0.30, 0.02, 0.014, 0.045, f"{name}_win_t", white),
+ _wall_box(wall, u, 1.36, 0.30, 0.02, 0.014, 0.045, f"{name}_win_b", white),
+ _wall_box(wall, u - 0.14, 1.38, 0.02, 0.32, 0.014, 0.045, f"{name}_win_l", white),
+ _wall_box(wall, u + 0.14, 1.38, 0.02, 0.32, 0.014, 0.045, f"{name}_win_r", white),
+ # A4 notice just under the window
+ _wall_box(wall, u, 1.14, 0.15, 0.21, 0.003, 0.046, f"{name}_notice", paper),
+ ]
+ group_fixture(name, "cupboard", parts)
+
+
+def _splashback(name, wall, z0, z1):
+ """Kitchen tile splashback: one tiled slab spanning the wall between the
+ counter top and the underside of the upper cabinets, plus a notice sheet."""
+ tiles = _mat_tex("Fix_SplashTiles", "splash_tiles", scale=0.7, normal_strength=0.3)
+ paper = _mat_solid("Fix_SplashPaper", (0.96, 0.96, 0.95), rough=0.75)
+ s, d, n, L = _wall_frame(wall)
+ parts = [
+ _wall_box(wall, L / 2, z0, L - 0.02, z1 - z0, 0.012, 0.0, f"{name}_tiles", tiles),
+ _wall_box(wall, L * 0.52, z0 + 0.10, 0.14, 0.19, 0.003, 0.014, f"{name}_notice", paper),
+ ]
+ group_fixture(name, "splashback", parts)
+
+
+def _skirting(name, walls, h=0.095, depth=0.012):
+ """Grey coved skirting: one run per clear span of each wall (breaks at the
+ door), all bundled as a single hide-as-a-unit group."""
+ grey = _mat_solid("Fix_Skirt", SKIRT_GREY, rough=0.55)
+ parts = []
+ for wall in walls:
+ s, d, n, L = _wall_frame(wall)
+ blocks = sorted(
+ (op["offset"] - op["width"] / 2, op["offset"] + op["width"] / 2)
+ for op in SHELL["openings"].values()
+ if op["wall"] == wall and op["sill"] < 0.05
+ )
+ spans, cur = [], 0.0
+ 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))
+ for i, (a, b) in enumerate(spans):
+ if b - a < 0.05:
+ continue
+ parts.append(_wall_box(wall, (a + b) / 2, 0.0, b - a, h, depth, 0.0,
+ f"Skirt_{wall}_{i}", grey))
+ group_fixture(name, "skirting", parts)
+
+
+def _ceiling_light(name, cx, cy, size=0.58):
+ """Recessed modular light: slim white surround + emissive diffuser panel."""
+ surr = _mat_solid("Fix_LightRim", (0.92, 0.92, 0.92), rough=0.4)
+ lit = _mat_solid("Fix_LightPanel", (1.0, 0.99, 0.96), emit=6.0)
+ cz = SHELL["ceiling_z"]
+ X, Y = Vector((1, 0, 0)), Vector((0, 1, 0))
+ parts = [
+ _box(f"{name}_rim", (cx, cy, cz - 0.008), X, size + 0.05, Y, size + 0.05, 0.012, surr),
+ _box(f"{name}_panel", (cx, cy, cz - 0.017), X, size, Y, size, 0.010, lit),
+ ]
+ group_fixture(name, "light", parts)
+
+
+def _ceiling_vent(name, cx, cy, size=0.34):
+ """Extract-air grille: white surround frame + dark louvred core (3 slats)."""
+ surr = _mat_solid("Fix_VentRim", (0.90, 0.90, 0.89), rough=0.5)
+ dark = _mat_solid("Fix_VentCore", (0.18, 0.19, 0.20), rough=0.6)
+ cz = SHELL["ceiling_z"]
+ X, Y = Vector((1, 0, 0)), Vector((0, 1, 0))
+ parts = [
+ _box(f"{name}_rim", (cx, cy, cz - 0.008), X, size + 0.05, Y, size + 0.05, 0.012, surr),
+ _box(f"{name}_core", (cx, cy, cz - 0.016), X, size, Y, size, 0.010, dark),
+ ]
+ for i in range(3):
+ parts.append(_box(f"{name}_slat{i}", (cx, cy - size / 3 + i * size / 3, cz - 0.024),
+ X, size * 0.92, Y, 0.05, 0.008, surr))
+ group_fixture(name, "vent", parts)
+
+
+# ------------------------------------------------------------------ assembly
+def _build_ceiling():
+ """The scan-blank build has no ceiling: close the room with the wall loop
+ polygon at ceiling_z, textured as white suspended tiles."""
+ loop = ["Wall10", "Wall1", "Wall9", "Wall3", "Wall2", "Wall0",
+ "Wall5", "Wall7", "Wall6", "Wall8", "Wall4"]
+ cz = SHELL["ceiling_z"]
+ verts = [(SHELL["walls"][w]["start"][0], SHELL["walls"][w]["start"][1], cz) for w in loop]
+ me = bpy.data.meshes.new("Ceiling0")
+ me.from_pydata(verts, [], [list(range(len(verts)))])
+ 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(_mat_tex("Shell_CeilingTiles", "ceiling_tiles", scale=0.85,
+ normal_strength=0.5))
+ return ob
+
+
+def _apply_room_materials():
+ cream = _mat_solid("Shell_Cream", WALL_CREAM, rough=0.85)
+ grey = _mat_solid("Shell_GreyPaint", WALL_GREY, rough=0.85)
+ vinyl = _mat_tex("Shell_FloorVinyl", "floor_vinyl", scale=0.45, normal_strength=0.1)
+ for wname in SHELL["walls"]:
+ ob = bpy.data.objects.get(wname)
+ if ob is None:
+ continue
+ ob.data.materials.clear()
+ ob.data.materials.append(grey if wname in ("Wall5", "Wall7") else cream)
+ fl = bpy.data.objects.get("Floor0")
+ if fl is not None:
+ fl.data.materials.clear()
+ fl.data.materials.append(vinyl)
+
+
+def _build_fixtures():
+ # ---- Wall0: large whiteboard (chair leans in front of its lower edge)
+ _whiteboard("Whiteboard0", "Wall0", 1.05, 0.90, 1.55, 1.20, pens=3)
+ # ---- Wall2: whiteboard with sketches + a couple of stuck notes
+ _whiteboard("Whiteboard1", "Wall2", 0.92, 1.10, 1.45, 1.02,
+ papers=[(0.50, 1.90, 0.09, 0.09, (0.95, 0.85, 0.35)),
+ (0.54, 1.68, 0.10, 0.13, (0.85, 0.88, 0.92))])
+ # ---- Wall3: "Wash up!!" whiteboard with an A4 notice on its face
+ _whiteboard("Whiteboard2", "Wall3", 0.82, 1.08, 1.35, 0.95,
+ papers=[(1.15, 1.55, 0.15, 0.21, (0.97, 0.97, 0.96))])
+ # ---- Wall1: grey-painted column strip + fire-alarm sounder high on it
+ grey = _mat_solid("Shell_GreyPaint", WALL_GREY, rough=0.85)
+ panel = _wall_box("Wall1", 1.40, 0.0, 0.90, SHELL["ceiling_z"] - SHELL["floor_z"],
+ 0.004, 0.0, "PaintPanel0_grey", grey)
+ group_fixture("PaintPanel0", "paint", [panel])
+ _sounder("Sounder0", "Wall1", 1.38, 2.22)
+ # ---- Wall10: dado trunking (breaks at the door) + sockets + towel dispenser
+ _trunking("Trunking0", "Wall10", [(0.02, 3.22)], 1.06)
+ _socket_double("Socket0", "Wall10", 2.92, 1.085, out=0.034)
+ _socket_double("Socket1", "Wall10", 1.38, 1.085, out=0.034)
+ _socket_double("Socket2", "Wall10", 0.62, 1.085, out=0.034)
+ _dispenser("Dispenser0", "Wall10", 0.50, 1.36)
+ # ---- Wall5: double socket above the worktop clutter
+ _socket_double("Socket3", "Wall5", 0.55, 1.00)
+ # ---- Wall6: tall white service-cupboard door with inspection window
+ _cupboard_door("Cupboard0", "Wall6", 0.50)
+ # ---- Wall4: white tile splashback between worktop and upper cabinets
+ _splashback("Splashback0", "Wall4", 0.90, 1.44)
+ # ---- grey coved skirting everywhere the floor edge is visible
+ _skirting("Skirting0", ["Wall0", "Wall1", "Wall2", "Wall3", "Wall5",
+ "Wall7", "Wall8", "Wall9", "Wall10"])
+ # ---- ceiling: two recessed light panels + two extract grilles (stitch)
+ _ceiling_light("CeilingLight0", 0.15, 0.65)
+ _ceiling_light("CeilingLight1", -0.10, -1.35)
+ _ceiling_vent("Vent0", -1.30, 0.55)
+ _ceiling_vent("Vent1", 0.95, -1.05)
+
+
+def decorate(scene):
+ """Post-build harness pass: ceiling, real materials, multi-part fixtures."""
+ _build_ceiling()
+ _apply_room_materials()
+ _build_fixtures()
+ scene.index()
+ print(" harness: ceiling + materials + fixtures decorated")
+
+
if __name__ in ("__main__", "room_py_exec"): # SHELL is now defined above
ROOM = main()
③ QC pass(es)
qc · qc_20260720_074632.log
👁INSPECT #1
I'll start by reading Room.md and Room.py in full, then inspect the stitches and references.
⌘ Bash📄 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⌘ 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🔧 ToolSearch select:mcp__cap__render📄 Read /scratch2/code/LiteReality_to_share/agen🖼 render room⌘ Bash⌘ Bash⌘ Bash
✏️EDIT #2
Let me check the remaining wall stitches and the floor.
📄 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✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash⌘ Bash⌘ Bash⌘ Bash📄 Read /tmp/qc_fallside/scene_frame_00000.png📄 Read /tmp/qc_fallside/scene_frame_00012.png📄 Read /tmp/qc_fallside/scene_frame_00024.png📄 Read /tmp/qc_fallside/scene_frame_00036.png📄 Read /tmp/qc_fallside/scene_frame_00048.png⌘ Bash📄 Read /tmp/qc_fallside_ref/Wall10_compare.png📄 Read /tmp/qc_fallside_ref/Wall6_compare.png📄 Read /tmp/qc_fallside_ref/Wall4_compare.png⌘ Bash📄 Read /tmp/qc_fallside_ref/Wall4_frame_00009.p📄 Read /tmp/qc_fallside_ref/Wall4_frame_00057.p📄 Read /tmp/qc_fallside_ref/Wall6_frame_00019.p📄 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_obj_dw/Dishwasher0_frame_00057.p📄 Read /tmp/qc_obj_s1/Storage1_frame_00012.png📄 Read /tmp/qc_obj_s3/Storage3_frame_00048.png⌘ Bash📄 Read /tmp/qc_obj_s3/Storage3_frame_00044.png📄 Read /tmp/qc_obj_dw/Dishwasher0_frame_00048.p⌘ Bash📄 Read /tmp/wall1_top.png⌘ Bash⌘ Bash
✏️EDIT #3
Now add the closer to the door recipe, joined into the leaf:
✏️ Edit /scratch2/code/LiteReality_to_share/agen⌘ Bash
•STEP #4
The Wall6 glass edit was already verified (the earlier ortho ran after that edit — pane reads as proud glazing). Now verify the door closer in context
⌘ Bash📄 Read /tmp/qc_obj_door/Door0_frame_00036.png📄 Read /tmp/qc_obj_door/Door0_frame_00037.png⌘ Bash📄 Read /tmp/door_back.png⌘ Bash📄 Read /tmp/door_top.png⌘ Bash
✏️EDIT #5
All checks are complete and edits verified. Let me save a brief memory of this scene's QC pass.
✏️ Write /home/zelda/zh340/.claude/projects/-scra✏️ Edit /home/zelda/zh340/.claude/projects/-scra📄 Read /home/zelda/zh340/.claude/projects/-scra⌘ Bash
•STEP #6
QC pass complete. The room was in very good shape — I made two targeted fixes, verified by render, and left everything else untouched.
QC pass complete. The room was in very good shape — I made two targeted fixes, verified by render, and left everything else untouched.
## Changes made
**Wall6 (service-cupboard door)** — `Room.py`: the inspection window's "glass" was an opaque grey slab (`Fix_CupGlass`, rough 0.15/metal 0.3) and was *buried inside* the door slab (out 0.030–0.038 inside the 0–0.045 slab), so it rendered as blank white. Added a `_mat_glass()` helper (Principled, Transmission 1.0, roughness 0.06, light tint) and moved the pane proud of the slab face (out 0.048, still behind the proud frame bars). Verified in the Wall6 ortho compare — it now reads as a glazed panel like the stitch.
**Door0 (`Objects/Procedural/Wall10_Door_0/object.py`)** — the real door has a hydraulic closer (chrome scissor arm visible at the top hinge corner in the Wall1 stitch, which corner-steals the clearest view of this door). Added a brushed-metal closer body + two-bar arm on the room-side face at the top hinge corner, joined into `leaf_parts` so it swings with the leaf. Rebuilt the GLB into `_scene_assets/glb/` and verified with a standalone render.
## Verified, no change needed
- **Openings**: both Wall10 openings are true cuts (FAST boolean solver); door leaf and window sit in their holes; no slabs or cards blocking them. Hinge side, scale and position match the capture frames (frame 36/37 compares).
- **Glass**: Window0's pane (transmission 0.92) and the door's vision panel (0.9) were already transmissive.
- **Articulation**: Window0's operable sash has a keyframed prismatic slide; Door0 a keyframed 90° revolute swing. Only one window in the room, no blinds/curtains present in reality.
- **Window design**: the Wall10 stitch is mirrored; the authored cream-panel-left/glass-right layout exactly matches its `reference_1024.png`, so I left it alone.
- **Fixtures vs openings**: trunking ends at u=3.22 before the door (u≥3.24); all sockets sit below the window sill; dispenser clear of the window; skirting breaks at the door. No overlaps.
- **Ceiling/floor**: ceiling is materialed (suspended tiles) with 2 light panels + 2 vents matching the stitch; grey vinyl floor matches. The splashback's grey look in the ortho compare is the known ortho-darkening artifact — its texture is near-white and renders correctly in perspective (frame 9).
- **Objects vs references** (one check each): Sofa0, Table0, Storage0 (upper cabinets), Sink_Storage0, Storage3 (cream chest + maroon cushion, frame 44 is a near-perfect match), Storage1 (mini-fridge with door + grip), Dishwasher0 (white under-counter appliance) — all match at a glance.
Both edited files parse, the room compiles (all post-edit renders ran through the full Room.py build), and the `output/`/`final_results/` copies share inodes so both sides see the edits.
④ Reference images used
Object references (object refs)real crop → reference · 7














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




Surface references (per-wall stitches)authoring ground truth · 13
Final — render | photo






























