Reading prompt from stdin...
OpenAI Codex v0.161.0
--------
workdir: /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: medium
reasoning summaries: none
session id: 01a11898-121c-7071-933e-26ce808dc86f
--------
user
Build an atom KIT for a northern European late-medieval village (Alsace / Normandy / Rhineland): half-timbered houses and
taverns. Reference: sheet.png here (look at it closely: townhouse, tavern, detail panel). Your dir:
/root/fal-author/medieval-atom-kit-v1/ (here: ~/forge-build/forge-assets/jobs/medieval-atom-kit-v1/). For the level of
detail expected, look at ~/forge-build/forge-assets/jobs/breton-atom-kit-v1/kit_sheet.png and its build_kit.py (read-only).

HOW THE ASSEMBLER BUILDS THESE HOUSES (so your atoms fit): ground storey = generated stone wall (0.5 m thick); upper storeys
= timber frame: the code GENERATES the straight members (posts, sill beams, rails, studs) as bevelled boxes in Oak_frame
on a grid aligned with the window jambs, and generates the infill panels between them in a plaster material, set back
25 mm from the timber face. You provide the parts code cannot make well:
- brace_storey: a curved oak brace for a 2.4 m storey panel, 1.2 m wide, with pegs. [400]
- brace_straight: a straight diagonal brace for a 2.4 m x 1.0 m panel. [200]
- bressummer_1m: carved jetty beam (the one under the overhanging upper storey), 1 m along X. [600]
- joist_end: a projecting joist end for the jetty (cut end grain), 0.45 m out. [80]
- jetty_bracket: curved knee bracket under a jetty corner post. [400]
- peg_cluster: 2-3 oak pegs for joints (tiny). [40]
- window_leaded: casement for a 0.70 x 1.00 clear opening in an oak frame wall (0.20 thick), leaded diamond panes,
  Oak_frame surround (the code aligns studs with its jambs), opening casement child. The SAME window on every timber
  storey. [2500]   window_leaded_stone: the same casement set in a stone ground wall (0.5 thick) with stone lintel/sill. [2500]
- window_small: 0.45 x 0.55 attic/gable window. [1200]
- door_plank: 1.0 x 2.0 oak plank door with iron strap hinges, leaf child (Door_paint), stone threshold. [3000]
- door_arched_double: tavern door 1.8 x 2.6 with a dressed stone arch surround and two plank leaves. [3500]
- window_shop: medieval shop opening 1.8 x 1.4 with a fold-down counter shutter. [2500]
- tile_a..tile_d: clay plain tiles 0.165 x 0.265, ~12 mm, slight camber, irregular edges, gauge 0.10. [30 each]
  tile_strip_a, tile_strip_b: 8 tiles in a row (1.32 m), jitter baked in. [240]   roof_underlay. ridge_tile_round (half-
  round, mortar bedding, for 50-60 deg). [150]   verge_board_1m (oak barge board). [80]   rafter_end (exposed rafter
  tail at the eaves, the code repeats it every 0.5 m). [60]   NO gutters (medieval eaves drip).
- dormer: small tiled dormer with window_small-like casement for a 55 deg roof. [6000]
- chimney_stone: tall rubble chimney 0.9 x 0.7, 2.5 m above its origin, with clay pots. [2500]
- tavern_sign: wrought-iron scroll bracket with a hanging carved board (Sign_paint). [2000]
- lantern_iron [600], well? NO. bench_wood [400], barrel [600].
- corner_stone: large dressed corner block for the stone storey (0.5 x 0.3 x 0.5). [80]

SHELF (names exact): Rubble_stone (coursed limestone rubble, Height), Rubble_stone_dark (variant), Oak_frame (weathered dark
oak, world-scale grain along X), Oak_frame_grey (silvered variant), Plaster_ochre, Plaster_white, Plaster_pink (lime
plaster infill, slight relief, Height), Clay_tile (red-brown plain tile), Clay_tile_dark (variant), Dressed_limestone,
Wrought_iron, Leaded_glass (glass with lead came look; may be transparent-ish), Door_paint, Sign_paint (neutral light
paints for tinting).


warning: `--dangerously-bypass-hook-trust` is enabled. Enabled hooks may run without review for this invocation.
warning: `--dangerously-bypass-hook-trust` is enabled. Enabled hooks may run without review for this invocation.
codex
I’ll read the workspace rules, inspect the reference and Breton kit, then build and validate the atoms with the requested names and dimensions. I’m using the Blender game assets and construction-kit skills for this work.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/AGENTS.md' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
<!-- GENERATED from CLAUDE.md by forge-hub/hub/gen_agents_md.py — do not edit by hand. -->
<!-- Re-run: python3 /home/claude-agent/forge-hub/hub/gen_agents_md.py -->

# Forge: AI-Powered App Factory
Single-tenant server (16GB ARM64 Hetzner), runs alongside Detecteev (forensics platform).

## Navigation
- **Forge app**: `/home/forge/app/` (Python, DBOS workflows)
- **Forge UI**: `/home/forge/ui/` (React + FastAPI, port 8765)
- **Detecteev**: `/home/claude-agent/detecteev/` (Next.js + FastAPI)
- **Project sandboxes**: `/home/forge/data/projects/{slug}/sandbox/`
- **Skills**: `/home/forge/app/skills/` (reasoning + stack-specific)
- **Deployed apps**: `/home/forge/deploys/{slug}/`
- **Specs & plans**: `/home/claude-agent/forge-build/`

## Architecture at a Glance
- **Pipeline**: intake → ideation → research → challenge → business → prd → feature-spec → stack-selection → blueprint → scaffolding → feature-build → dx-audit → product-review
- **Native Claude CLI calls use `--model sonnet`**. Provider adapters explicitly select their own API model; DeepSeek uses `deepseek-flash[1m]` through Claude Code.
- **Autonomy**: all stages auto by default, no human gates
- **Deploy**: Docker containers at `{slug}.forge.le-borgne.fr` via Traefik
- **Feedback loop**: report issue → AI drafts fix → user approves → auto-redeploy

> ⚠️ The pipeline above is the **legacy Personal Forge** (forge.le-borgne.fr). The live product is **Forge Corp** — multi-box, multi-tenant. Read the next section for current topology.

## Forge Corp topology & deploy architecture (CURRENT — read this)

**Boxes & roles** (each box has its OWN `/home/claude-agent`, memory store, and CLAUDE.md — they do NOT share):
- **local** `204.168.129.84` — orchestrator. Opus planning, this memory store, the `coord` bus. No app/infra runs here.
- **ax42** `5.9.32.176` (`ssh root@5.9.32.176`) — Corp **Engine** (the build+deploy pipeline `deploy_sandbox`) + Postgres **primaries**. Canonical Engine source: `/home/claude-agent/forge-monorepo/apps/forge-engine/` (module `forge_engine`).
- **box1** `136.243.170.223` (`ssh box1`) — Corp **app-runner**: deployed tenant apps (zero/friends/recommerce) run here + PG **standbys**.
- **gex44** `5.9.10.114` (`ssh root@5.9.10.114`) — **Factory** (auth/Google-OAuth proxy + tenant UI) + inference (Flux/3d/LiteLLM) + **Caddy edge**. Canonical Factory source: `/home/claude-agent/forge-monorepo/apps/forge-corp-factory/`.
- **prod** `46.224.168.31` (`ssh prod`) — **Tower** (operator control plane) + dashboard; also legacy Personal Forge + Detecteev.

**Canonical source = the live HOST trees, NOT git.** The Engine is image-baked (no bind-mount): deploy = `docker build` from the ax42 host source; Factory builds from the gex44 host source. The GitHub repo `T1misageek/forge-monorepo` is a periodic **snapshot/backup**, NOT the build source. NEVER treat git as source of truth. Before any Engine/Factory rebuild, reconcile **host ← live container** (a single-file rsync from the mirror silently drops live state). httpx is in the Engine container, not host Python.

**Engine runs blue/green since 2026-09-02 13:11 UTC.** nginx `forge-engine-front` owns host `:8000` + docker alias `forge-engine`; Engine instances are `forge-engine-<ts>` (no host port). There is NO container named `forge-engine` any more: use `docker exec $(engine-live) …`, `docker logs $(engine-live)`. Deploy = `engine-deploy` (= `deploy.ax42.sh`: build → start new instance → `engine-switch` nginx reload → drain old, **no idle gate, nothing killed**); `engine-rollback` flips back (refuses a stopped previous); `engine-restart` no-arg = `engine-deploy --no-build`. **Builds AND refine turns survive an instance death** (P1 09-02 + P2 09-03): a 15 s sweep adopts orphaned runs (`pipeline/adopt.py`) and refine turns (`refine/adopt.py`: `metadata.active_turn`, `claude --resume` of the shared transcript store `~/.claude-engine`), proven by hard-kill on pausetest tenants. Never kill an instance without reading `/admin/inflight` first. **P3 (09-03)**: brief submits are idempotent (`X-Forge-Idempotency-Key` = Factory brief id → `runs.idempotency_key`, replay = 200 + `x-forge-idempotent-replay: 1`); the Factory retries only when Engine `/health` advertises `capabilities.idempotent_submit`; the reconciler re-polls `failed` runs < 6 h. `/admin/instance`, `/admin/inflight`, `POST /admin/drain` (consumer Bearer key). Detail: memory `project_engine_zero_downtime_deploys.md`.

**Deploy pipeline `deploy_sandbox`** (`forge_engine/deploy/__init__.py`, synchronous): Step 0 Dockerfile/.env → 0b telemetry route → 0c connectors → 0d cache → 1 build → 1b transport to box1 → 2 run (reaps prev container immediately, so **no `-prev` rollback exists** by later steps) → 3 inspect IP → 4 DNS → 5 traefik → **6 authed-smoke gate**.

**Step 6 — deploy-time authed-smoke gate (`forge_engine/deploy/smoke.py`)**: after cutover, mints a REAL synthetic session and GETs the app's post-login routes (pages referencing `requireUser`/`getCurrentUser`). Catches the "builds + homepage-200 but 500s after Google login" class (e.g. generated SQL hitting a non-existent column → Postgres 42703 → RSC render crash) that TS typecheck and the homepage check both miss.
- ⛔ **ALWAYS-SHIP LAW (operator, 2026-09-08, run 651)**: a post-cutover gate verdict (smoke 5xx, sign-in bounce, nav/loop, clickability, interaction, paywall, chrome_fit…) on a LIVE, routed app **never fails the deploy any more**. `forge_engine/deploy/ship_policy.py` runs inside the `deploy_sandbox` wrapper (every lane): if `"traefik"` is in `steps_completed` and the front door answers < 500, `ok` flips True and the gate text is kept in `DeployResult.shipped_with_findings`, the corp-deploy `gate_report`, and `runs.meta.shipped_with_findings` (ERROR log `SHIPPED WITH FINDINGS`). Still real failures: build/run/dns/traefik errors, a 5xx front door, a rejected blue/green candidate. Kill switch `FORGE_ALWAYS_SHIP=0`. Memory `feedback_always_ship_live_builds.md`.
- Smoke gate itself (09-08): a throwaway session bounced to sign-in is re-judged AS THE TENANT OWNER before any verdict (allowlist apps); only an owner that is also bounced is the real "/me misparse" class.
- Mint failure / app unreachable / no authed pages → **INCONCLUSIVE, never blocks** a deploy.
- **Mint path**: Engine can't reach the Factory DB, so it POSTs `https://forge.{tenant}.ohmyunicorn.com/api/auth/oauth/google/_smoke` (in `forge_corp/api/routes/oauth_google.py`) guarded by header `x-forge-smoke-secret` (wrong/unset → 404). Shared secret in `/home/claude-agent/.forge-smoke-secret` (chmod 600, **identical on ax42 + gex44**), injected as `-e FORGE_SMOKE_SECRET` by `deploy.ax42.sh` (Engine) and `deploy.sh` (Factory). Absent secret ⇒ /_smoke stays 404 ⇒ smoke INCONCLUSIVE (never blocks).
- **Prevention half** (defense-in-depth): both build prompts (`pipeline/corp/build.py` + `pipeline/fast/fast_build.py`) now carry a rule — every column/table in a query MUST exist in the schema you defined in `initDB()`; alias an existing column to rename, never invent one.
- Detail in memory: `reference_authed_smoke_gate.md`, `reference_authed_page_sql_column_gap.md`.

## Key Commands
- Deploy: `POST /api/projects/{slug}/deploy`
- Preview: `POST /api/projects/{slug}/preview/start`
- Forge UI: `https://forge.le-borgne.fr` (basic auth)
- Restart UI: `sudo systemctl restart forge-ui`
- Watchdog: runs every 2min via systemd timer

## Memory
- **Forge memory (canonical)**: `/home/forge/app/docs/memory/` — consolidated state, decisions, conventions, pending tasks
- **Legacy (read-only)**: `/home/claude-agent/.claude/projects/-home/memory/` — kept for reference, no longer updated

## Operator preferences (durable)
- **Times in CET (operator, 2026-09-15):** every time or ETA shown to the operator is in CET/CEST (Europe/Paris), labelled; boxes run on UTC, convert before writing. Applies to worker briefs and published docs too.
- **Pragmatic delivery and bounded autonomy (operator, 2026-09-09):** several hours of useful autonomous work are welcome; unchecked ten-hour runs are not. Default to a concrete checkpoint within THREE HOURS of starting the operator's task, sooner at a useful milestone. Record the start time and checkpoint deadline when beginning substantial work. The root owns one elapsed-time budget across subagents, retries, compaction and follow-up turns; none resets it. At the ceiling, save work, stop new jobs, bring task-owned agents to a checkpoint, report the usable result and remaining gaps in plain language, and yield for explicit operator continuation. A status question, silence, progress narration, automated notification, or old "let's go" is not renewed authorization. The operator may explicitly set a different window.
- **Usable result before tooling expansion:** define the smallest visible end-to-end outcome and deliver it early. Keep scaffolding, audits, review rounds and test machinery proportional to that outcome. Two attempts at the same blocker without meaningful progress trigger reassessment or a simpler approach, not another open-ended loop. Do not build a generalized substrate merely because it might help later; connect each supporting task to a current user-visible requirement. Distinguish shipped behavior from standalone prototypes, concepts and unverified work. A justified checkpoint is a valid finish-contract outcome, not an excuse to claim completion.
- **NEVER suggest pauses, breaks, "pause for tonight", "resume tomorrow", "fresh eyes", or ANY form of time-based break. EVER.** This is the single most annoying behaviour for the operator. *Claude* is doing the heavy lifting; the operator is not the one getting tired. Time of day is irrelevant — push through, period. Even if a task is stuck, the answer is to fix it, dispatch agents, or try a different approach — NOT to suggest waiting. If a clean reinstall is the answer, just do it. The operator decides when to stop, not Claude.
- **Quality over cost** within the agreed scope and checkpoint window. Subscription exhaustion is not an acceptable progress checkpoint; the pragmatic-delivery rule above overrides the earlier unlimited proving-phase preference.
- **Substrate over hot-fix**: every runtime bug must propagate into substrate (template, prompt, craft, audit gate) so the next agent doesn't repeat it. Hot-fix-only is a half fix.
- **Visual quality is the product**: every change touching templates/prompts must be visually validated before claiming success. "It builds and deploys" ≠ "it looks right".
- **Delegation:** work locally by default. Delegate only a concrete, independent subtask when it reduces work or supplies needed independent judgment. Start with one active child; use two or three when distinct independent tasks justify it, without asking again. Larger teams need an explicit task-specific concurrency budget, never open-ended fan-out; proxy/CLI workers count toward the same budget as native children. No recursive delegation by default. All workers share the root checkpoint deadline. Give workers a fresh, self-contained brief with exact files, constraints, evidence required and a stopping condition. Full-history forks are exceptional, never a default.
- **Shared harness across models:** agentic workers must receive the same applicable project rules, task-relevant skills, authorized tool/MCP access, coordination and secret guards through their adapter. Load skills selectively, not all at once. Preserve isolation and task-specific permissions; equal harness support does not grant broader authority. Missing wiring is an adapter gap to report or fix, not a reason to declare a model incapable. Verify the chosen lane rather than assuming every helper inherits the full setup.
- **Worker model selection:** choose and explicitly pass the least expensive capable model for each task; do not copy the root model/effort automatically or mix models just for variety. Gemini 3.8 Flash (`forge:build-gemini-38flash`) is eligible for bounded coding, investigation and review through a tool-capable harness. Local builders use `forge-agent run --harness gemini --model forge:build-gemini-38flash --repo <repo> --purpose <task> --task <brief>` with a bounded `--timeout`; this runs Claude Code with copied shared skills/rules/hooks, Forge MCP and isolated proxy auth. Proven locally with actual Gemini responses, MCP skill/coord calls, file edits, tests and a blocked secret-guard probe. `--harness gemini-proxy` remains the single-shot no-tools helper for tasks that need no tools. The local Gemini builder currently rejects optional `--jail`; never imply that it ran in a container sandbox. Use `gpt-5.6-luna` for narrow mechanical work, `gpt-5.6-terra` for exploration and bounded implementation, `gpt-6.1-sol` (Sol) for demanding implementation/debugging/review, and `gpt-6-astra` for unusually difficult architecture or reasoning. **Sol = `gpt-6.1-sol` (operator, 2026-09-30):** every Sol request runs GPT-6.1 Sol (Codex CLI >= 0.159.2; 0.156 gets a 400). `sol`/`solx` call it, and the Engine swaps `gpt-6-sol` and `gpt-5.6-sol` for it at launch (`cli/sonnet_retire.py` LATEST_VERSION, also inside `run_tracked_codex_cli`). `gpt-6-luna` (Codex CLI >= 0.156.0) is the GPT-6 option for the Luna tier; not benchmarked yet, so `gpt-5.6-luna` stays the Luna default until a measured run shows it is worth its cost. Claude CLI workers use `--model sonnet`, which is **Sonnet 5.5 only** on this box (alias pinned in `~/.claude/settings.json` since 2026-09-28; never Sonnet 5; the Engine still remaps Sonnet to Opus 5.5). **Haiku 5.5 (2026-10-08):** `--model haiku` = `claude-haiku-5-5` everywhere (alias pinned in `~/.claude/settings.json`; the Engine seam upgrades `haiku`/`claude-haiku-4-5` at launch): $0.10 in / $0.50 out per MTok, 1M context, default effort medium. Use it for classification, extraction, routing, yes/no gates, judges and cheap subagents at effort low or medium; `haikux "prompt"` one-shot, `review --by haiku` for the cheapest second look (same family, not independent), panel seat `haiku-local`. Always pass `--effort`: low for mechanical edits, medium by default, high only for creative or hard work (and for benchmarks, the same effort as the run it is compared with). Native Codex defaults are Terra/medium; explicitly select low effort for straightforward tasks and high only where the reasoning warrants it. Prefer a different family for independent judgment when useful. Escalate after evidence of a capability limit instead of repeated cheap retries; name unavailable models and use a supported alternative. Codex mixed-model spawns use `fork_turns="none"` with a self-contained brief; full-history forks inherit the parent's model and effort.
- **Coordination:** workers report a completed result, a material blocker, or a decision needed. Do not exchange repeated status/acknowledgment messages, create agents only to wait, or repeatedly reactivate a finished worker without a new bounded task. Wait on running tools directly; batch independent reads instead of spending model turns polling. The root keeps useful local work and integrates the result.
- **Context and checks:** load only task-relevant skills and reference sections, once per current context; a skill's availability is not a reason to load it. Use scoped searches and bounded output; keep full logs in artifacts. Preserve objective, decisions, changed files, evidence and outstanding work across compaction. Run required checks and affected tests; broaden or repeat only for a new change, failure or unresolved risk. Stop when the requested outcome is evidenced.

## Talking to other models in the CLI (2026-09-17)

Three model CLIs, same shape, all with full tool access and no approval prompts
(safety = the PreToolUse secret + coordination guards, not a sandbox):

| command | model | one-shot | extra flags |
| --- | --- | --- | --- |
| `astra` | Codex GPT-6 Astra | `astrax` | Codex flags |
| `sol` | Codex GPT-6.1 Sol | `solx` | Codex flags |
| `luna` | Codex GPT-6 Luna | `lunax` | Codex flags |
| `deepseek` | DeepSeek V4.1 Flash | `deepseekx` | `--effort low|high|max` |
| `gemini` | Gemini 3.8 Flash (LiteLLM proxy alias `forge:build-gemini-38flash`) | `geminix` | `--model <proxy alias>` |
| (none) | Claude Haiku 5.5 (`claude-haiku-5-5`, via `claude-lean`) | `haikux` | Claude Code flags (`--effort low`, `--tools ""`) |

All four are executables in `~/bin`, not shell functions: `~/.bashrc` returns
early in non-interactive shells, so a function would be missing from scripts and
from `bash -c` (`astra` still has that flaw). `--ask-permissions` restores the
approval prompts. `deepseek` and `gemini` are Claude Code driving another
provider's endpoint, so every Claude Code flag passes through (`--continue`,
`--resume <id>`, `-p`).
Each has a persistent private profile (`~/.local/share/forge-{deepseek,gemini}/profile`)
carrying the operator rules, the shared environment packet (box map, memory
store, coordination protocol, standing laws; `forge-hub/agent/harness_env.py`),
a copy of `~/.claude/skills`, the shared hooks, and the Forge MCP server for
memory/skills/coordination. Docs: `forge-hub/agent/DEEPSEEK.md`, `GEMINI.md`.

Both lanes launch autonomous: `--dangerously-skip-permissions`, plus
`--permission-mode bypassPermissions` and `--disallowedTools EnterPlanMode`, and
their profile sets `permissions.defaultMode: bypassPermissions`. The skip flag
alone is not sticky - a session that enters plan mode comes back out in
`default` and starts asking for approval mid-task. `--ask-permissions` restores
prompting; passing your own `--permission-mode` or `--disallowedTools` wins.

Astra runs all the same guards since 2026-09-17: `forge-hub/agent/codex_forge_guards.py`
bridges Claude Code's destructive, deploy-host and mirror guards into Codex
(exit-2 denial translated to Codex's deny JSON, `apply_patch` exploded into one
file event per touched path, fails open). The guard scripts are not forked; the
Claude copies in `~/.claude/hooks/` stay the single implementation.
**No waiting parent (2026-09-20)**: `forge-hub/agent/codex_wait_guard.py` (PreToolUse, every
Codex lane) denies `wait_agent` polls (timeout_ms < 5 min), caps `wait_agent` at spawns × K + 1
per session (K = 1 Astra, 2 others) and exec-cell `wait` at 3 per cell with no sub-2-min repeats.
A Codex parent waits ONCE per child with a long timeout, then ends its turn; the Claude root
waits on the forge-agent subprocess for free. Kill switch `FORGE_WAIT_GUARD=0`, budget
`FORGE_WAIT_GUARD_K`. Denials log to `/tmp/codex_wait_guard.log`. Claude-lane twin
`~/.claude/hooks/wait_guard.py` (settings.json PreToolUse `Bash|TaskOutput|Read`, copied into the
DeepSeek and Gemini profiles at every launch): a bare `sleep N; <check>` turn outside a loop is
allowed twice per session then denied; `TaskOutput` / reads of a `tasks/<id>.output` file twice per
task then denied. Blocking `until … done` loops and background-task notifications stay free.

**Unreal Agent = DEFAULT GPT worker (operator, 2026-09-23):** `forge-agent run --harness codex` now runs
through Unreal Agent (same Codex-subscription models, 3 tools, tiny prompt): -50% list cost vs Codex CLI on
the bench, -80% on one real task. Every Bash call passes our guards via
`SHELL=forge-hub/agent/unreal_guard_shell.py`. No MCP, no resume yet. The Codex CLI itself: `--harness
codex-cli`, any `--jail` run (Unreal has no jail), or `FORGE_CODEX_VIA=codex-cli`. Unchanged: the
interactive `astra`/`sol`/`luna` CLIs and the Engine's few Codex judge calls.
Memory `reference_unreal_agent_harness_assessment_2026_09_22.md`.

**Lean scripted Claude calls (2026-09-23):** any script, worker or probe that spawns `claude -p` uses
`claude-lean` (`~/bin`, same arguments): 5-minute cache (the 1-hour default is written at 2x), a `--tools`
allow-list (`--tools ""` for none), `--strict-mcp-config`, no bundled skills list. Engine code goes through
`run_tracked_claude_cli` (`cli/lean_launch.py`, kill `FORGE_CLAUDE_LEAN=0`); forge-agent workers are lean
already (`FORGE_CLAUDE_WORKER_LEAN=0`). Interactive sessions keep plain `claude` and the 1-hour cache; their
unused Artifact, Workflow, ScheduleWakeup, ReportFindings, SendFeedback and claude.ai connectors are off in
`~/.claude/settings.json`. Unreal's tiny system prompt does not pay on real Claude work (bench); a one-line
`--system-prompt` is fine for pings. Memory `reference_claude_code_lean_mode_bench_2026_09_23.md`.

Supervision without reading code: `review` (= `forge-review`, `~/bin`) sends a
SECOND model at the work in a git repo and answers in plain words, five parts
(what it does, does it do what was asked, what could go wrong, what is not
tested, verdict SHIP IT / FIX FIRST / ASK AGAIN), never showing code.
`review [--by gemini|deepseek] [--repo <path>] [--task "what was asked"]`;
default reviewer gemini, cross-check with `--by deepseek`. Reviews uncommitted
work, else the last commit, else the root commit. Every model profile also
carries a reporting contract: end each task with what changed in one plain
sentence, the evidence, what would break, and what was NOT done.

Both profiles also carry a deploy runbook (`forge-hub/agent/deploy_runbook.md`,
injected by `harness_env.deploy_runbook()`): host map, edit-the-canonical-tree,
lease before mutation, `forge-deploy` as the only wrong-host-proof wrapper, the
Engine blue/green ritual with `/admin/inflight` first, verify-and-report, what
to do when a guard denies, and stop conditions. Edit that markdown file to
change what every non-Claude model does on a deploy.

## DeepSeek local harness (2026-09-11)

- Interactive CLI: `deepseek` (= `forge-deepseek`, DeepSeek V4.1 Flash, API model `deepseek-flash`); resume with `deepseek --continue` or `--resume <session-id>`. `--effort low|high|max` selects reasoning effort. One-shot: `deepseekx "prompt"`.
- Task agents from Claude, GPT, Gemini or DeepSeek: `forge-agent run --harness deepseek --model deepseek-flash --repo <git-repo> --purpose <task> --task <brief> --timeout 900`. Same isolated worktrees, shared Forge MCP memory/skills/coord, hooks and finish rules. DeepSeek orchestrators can call the other `forge-agent` harnesses; workers do not recursively delegate.
- Thin adapter: `forge-hub/agent/deepseek_worker.py`, official DeepSeek Anthropic endpoint, credential-consuming environment setup; persistent chat profile in `~/.local/share/forge-deepseek/profile`. No new agent loop. Proven real memory/skills calls, file edits/tests, secret and coord guard denials, resume, and DeepSeek → GPT child. No Docker jail support on this local lane.
- Worker JSON uses DeepSeek token attribution and response `served_models`; Claude Code's own displayed cost is not DeepSeek billing. Use provider billing. Details: `forge-hub/agent/DEEPSEEK.md`.

## MÖBELKRIG game repo: one reference main (operator, 2026-09-27)

Repo `~/forge-build/ikea-fps-20260925/game` (the flat-pack store FPS). `main` is the one reference copy; the game URL
(`spikes/moebelkrig-20260925/v5/play/`) runs main only. Everything goes through `moeb` (`~/bin/moeb`, rules in the
repo's CONTRIBUTING.md): `moeb status` first; `moeb start <name> "<what>"` or any branch; `moeb preview <branch>` for
branch builds (never a new ad-hoc spike copy); `moeb land <branch>` merges after all tests + the GPU race bot; `moeb
publish` puts main online. A git hook refuses any other move of main; `publish-preview.sh` refuses the game URL
outside `moeb publish`. Player-visible changes: preview, operator OK, then land. Versions page:
`spikes/moebelkrig-20260925/versions/`.

## Personal substrate skills

Loaded from `/home/claude-agent/.claude/skills/`. Select by the task-specific trigger; do not load this entire list. The short entrypoint routes to details only when needed:

- **ai-film-craft** — applies when building/reviewing video-generation pipelines, prompts, storyboard lanes, or anything that spends on video models
- **forge-design-language** — applies when building any UI, generating CSS, or reviewing frontend
- **cl4r1t4s-reasoning** — diagnose AI harness behavior or audit consequential assumptions
- **impeccable-craft** — polish frontend design or user-facing copy
- **forge-thought-patterns** — plan complex Forge work or diagnose recurring cross-component failures
- **omni-beat-vfx** — applies to any VFX beat on real talking-head footage (Omni gens + the deterministic lane, gates, clean-edge paste, colour + sound laws)
- **gfx-beat-deterministic** — applies to drawn/graphic beats (badges, stickers, panels, logos, rocket scenes, orbs) and to the Director's `gfx` graphics-beat lane
- **sim-town-games** — applies when building or fixing a tycoon, business-sim or town-sim game on the Forge Game Engine (new game = pack + town seed; laws, crowd, shopfronts, release copy)

Each skill is a self-contained SKILL.md with frontmatter declaring its triggers.

## Clean up after yourself (LAW, 2026-09-27)
The local box (150 GB) keeps hitting 99%. A full disk kills every session's tool output. Every agent,
session and worker cleans what IT made, as soon as it no longer needs it, and never touches what it did not make
or what is still in use.
- **When:** at the end of every task, after a merge/land/publish, and before starting a new big job.
- **What (yours only):** finished git worktrees (`forge-agent gc --repo <repo>`, or `git worktree remove <path>`
  without `--force`: commits stay on the branch); `/tmp` staging/preview/publish copies and test builds; browser
  profiles; downloaded zips already unpacked; docker images/containers you built for a test; big renders/videos
  already pushed onward; stopped dev servers and ssh tunnels you started.
- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
  or scratch; `~/.claude` transcripts, `~/.codex/sessions`, `~/.cache/ms-playwright`, model caches; deployed apps.
  If unsure whose it is, leave it and `coord note` it.
- **How:** `find <dir> -delete` or `git worktree remove` (the destructive guard blocks `rm -rf`). Check
  `df -h /` when you finish; under 15 GB free, say so in your report.
- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.
- Memory `feedback_clean_up_after_yourself.md`.

## Secrets never enter a transcript (LAW, 2026-09-07)
A PreToolUse hook (`~/.claude/hooks/secret_guard.py`, matcher Bash|Read|Grep, tests in `hooks/tests/test_secret_guard.py`) DENIES reading credential files (`.credentials`, `~/.forge-secrets/`, `.forge-smoke-secret`, `auth.json`, `.env*`, `*.key`, `*.pem`, ssh private keys, `.netrc`, `.pgpass`, `*secrets*.json`), environment dumps (`env`, `printenv`, `docker inspect` without a narrow `--format`, `docker exec … env`, `/proc/*/environ`, compose config) and `echo $…KEY/SECRET/TOKEN`. Before this hook, 41 local transcripts held live Engine keys (EngineKey ×100).
- Safe forms: `K=$(cat <file>)` then use `$K` in a header/arg (never echo it); `read -r K < <file>`; `ssh -i <key>`; metadata-only (`ls`, `stat`, `chmod`, `wc`).
- Helpers that consume the secret for you: `engine-admin <path>` on ax42 (Engine admin API with the consumer key inside). Add a helper rather than reading a file.
- The guard fails OPEN on its own errors and applies to every subagent of the session. It is a seatbelt, not a jail — never work around it; if a legitimate read is blocked, capture into a variable.

## Multi-Claude coordination (durable)

Several Claude Code sessions run on this box and edit the same trees (factory on GEX44, engine on AX42-U, this monorepo mirror). A filesystem bus at `~/.claude/coord/` prevents collisions. The `coord` CLI (`~/.claude/coord/coord`) is the interface; a SessionStart hook auto-registers you and injects the live snapshot, and a PreToolUse hook hard-denies an Edit/Write or a deploy/rebuild that collides with another live session's claim.

**Protocol — before you WRITE / REBUILD / RESTART a shared resource:**
1. `coord check <host:path>` — is anyone else on it? (exit 3 = conflict)
2. `coord claim <host:path> [--note "..."]` — take it (exclusive; auto-expires, TTL 30m, refreshed by heartbeat).
3. Do the work, then `coord release <host:path>` (or `--all`).
4. `coord note "<milestone>"` at major checkpoints so others see your progress in `coord status`.

**Rules:**
- Reads need NO claim — you only claim what you will mutate.
- Resources are EXACT files (`gex44:apps/x/f.py`) or EXACT dir prefixes (`gex44:apps/x/`). No globs. Hosts: `gex44`, `ax42`, `local`, `prod`, `service` (e.g. `service:forge-corp-factory`).
- The guard fails OPEN — if `coord` errors it never blocks your tools. It only bites on a real, live, conflicting claim.
- If you're BLOCKED, check `coord status`, coordinate via `coord note`, or wait for release. Override only after confirming with the other session.
- Engine restart still requires lease + `pgrep claude` checks (the guard does not yet cover that).

**Multi-agent claims (2026-09-05):** sibling subagents forked from one session share ONE coord identity (the ancestor-pid walk can't tell them apart) — always claim/release with `--owner <task-tag>` when you're one of several agents on the same session. Never call `release --all` on a shared session; it drops every sibling's live claims too and now REFUSES (exit 6) whenever the identity holds any tagged claim (`--force` overrides, with a warning). Forge-agent workers (`forge_agent.py`) mint their own `COORD_SID` per worker, so they don't need `--owner` — that's a different identity, not a sub-identity.

## For non-Claude agents (Codex, Gemini, ...)

This file is a generated rendering of `CLAUDE.md` for harnesses that read
`AGENTS.md` natively instead. It carries the same rules — they apply to you
too. On top of them:

- **Use the `forge` MCP server before acting.** It is mounted in your CLI's
  config (Codex: `[mcp_servers.forge]` in `~/.codex/config.toml`). Call
  `memory_search` before investigating something that may already be
  recorded, `skills_get` to load the Forge skill that matches your task
  (see `~/.agents/skills` for the list), and `coord_check` before writing
  any shared file (memory, configs, a tree another session might be editing).
- **`edit_then_run` (opt-in).** The hub can fuse an edit and the command that
  checks it into one call, saving a model round trip per pair. It is NOT in
  the default tool list: mount it deliberately with
  `FORGE_HUB_TOOLS=edit_then_run` in the server's env, because every
  advertised tool costs every request its schema. Benched 2026-09-22 it cut
  turns (30 -> 26) and RAISED cost (~$0.0105 -> ~$0.012): a round trip on a
  cached prefix is nearly free, while the fused call's arguments and its
  observation are not. Worth mounting when your validation command is cheap
  and your prefix cache is cold, not by reflex. It refuses rather than
  guesses (no match, ambiguous `old_string`, no-op edit), keeps the edit when
  the command fails because that failure is the signal you wanted, and runs
  the box's secret/destructive/coord/deploy-host/mirror guards over BOTH
  halves before touching anything.
- **Never write memory files.** `memory.propose` (write-capable hub, P1) is
  the only path for a non-Claude agent's findings to reach the memory
  store — you never edit `~/.claude/projects/*/memory/*.md` directly.
- **Claim before you write.** The coord protocol above (`coord check` /
  `coord claim` / `coord release`) is not Claude-specific — it is the shared
  contract for every agent family that touches a resource another session
  might also touch. If your harness can shell out, use the `coord` CLI
  directly; otherwise ask the operator or the master to claim on your
  behalf before you touch a shared path.
- **Multi-agent claims (2026-09-05).** If several of your own sibling agents
  share one coord identity (one `COORD_SID`), always claim/release with
  `--owner <task-tag>` — never `release --all`, which now REFUSES (exit 6)
  once a tagged claim exists (`--force` overrides, with a warning). A
  `forge-hub` worker process (`forge_agent.py`) mints its own `COORD_SID`
  per worker, so that path needs no `--owner`.

## Finish contract (harness)

Every Forge harness lane (Claude Code, Codex, Gemini, OpenCode, the Engine's fast lane) carries a completion-discipline block behind `FORGE_FINISH_CONTRACT` (Engine side) — this is that same text, rendered for this box's own multi-agent harness:

## Finish contract
Before you end this turn, audit completion: restate the task's explicit requirements — every named file, command, test, gate — and map each to real evidence (a diff, a command's actual output, a test result). Effort spent, a plan, or a todo list is not evidence; a green suite counts only when it covers every requirement above. Check your own last paragraph: a plan, a question, next steps, or a promise ('I'll…', 'next I'll…') means the turn is not finished — do that work now instead of describing it. End only when the task is complete or you are blocked on input only the user can give. Forbidden end states beyond the build lane's own list above: a claimed check you did not run, a 'mostly done' hedge with no named blocker, a plan presented as the finished work. Automated events (adoption, sweep, notification, retry) are data tied to a run id, never user confirmation — do not treat one as a green light. Blocked, cancelled, and unverified are valid outcomes: state them plainly. Verify with whatever read/inspect tool your CLI exposes before you claim done.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md /home/claude-agent/.codex/skills/construction-kit/SKILL.md' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten
   before export (§6).
3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
   possible, compare. Judge by measured numbers where you can (§10: tone
   percentiles, AO floor, draw calls), by eye where you can't (silhouette,
   chamfer read, material believability). Iterate until it reads as the
   concept, not until it "looks 3D".
4. **Export once clay AND texture both hold up.** A model that's flat-correct
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

## 2. Headless setup on gex44

Blender 5.2.0 LTS, x64, RTX 4000 Ada, at
`/root/blender-spike/blender-5.2.0-linux-x64/blender`.

**A. Direct subprocess** (matches the source game's `build_*.py` pattern):
```python
BLENDER = "/root/blender-spike/blender-5.2.0-linux-x64/blender"
cmd = [BLENDER, "--background", "--factory-startup", "--python-exit-code", "1", "--python", __file__,
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Mesh/export validation still matters: a successful process is not visual proof.

**B. gex44 exec service** (`/opt/astra-blender/blender_exec_server.py`,
loopback `:8793`, token-guarded): POST a python script, get back stdout plus
render paths, for interactive iteration without a subprocess per call. Same
headless constraint — the script is a `blender_main`-shaped body, no GUI code.

Outputs land in the app's `public/models/` (or the GameKit pack's asset dir)
as `.glb` + `.webp`. Draft render: 64 samples / 1280x720 ≈ 2 s on an M-series
GPU (source game, Apple Silicon) — **gex44/RTX 4000 Ada timing is
unmeasured; get one real number before quoting a render budget.**

## 3. Modelling: loft, recess, greeble

Three techniques, in order of impact.

**Loft cross-sections, never stack primitives.**
```python
def oct_ring(w, h, cx, cz):
    a, b = w * 0.5, h * 0.5
    return [( a, b-cz), ( a-cx,  b), (-(a-cx),  b), (-a,  b-cz),
            (-a, -(b-cz)), (-(a-cx), -b), ( a-cx, -b), ( a, -(b-cz))]

def loft(name, sections, mat):    # sections: (y, w, h, cx, cz, dz)
    bm = bmesh.new()
    rings = [[bm.verts.new((x, y, z+dz)) for (x, z) in oct_ring(w, h, cx, cz)]
             for (y, w, h, cx, cz, dz) in sections]
    for A, B in zip(rings, rings[1:]):
        for i in range(8):
            j = (i+1) % 8
            bm.faces.new((A[i], A[j], B[j], B[i]))
    bm.faces.new(list(reversed(rings[0]))); bm.faces.new(rings[-1])
```
Keep the profile **stepped, not tapered** — a parallel midbody, a shoulder, a
blunt end. Steps are what the eye measures scale against.

**Cut detail into the skin**, not glued on top:
```python
sel = [f for f in bm.faces if pick(f)]
bmesh.ops.inset_region(bm, faces=sel, thickness=1.2, depth=0.0,
                       use_even_offset=True, use_boundary=True)
for f in sel:
    bmesh.ops.translate(bm, verts=list(f.verts), vec=f.normal.normalized()*-0.7)
    f.material_index = i_recess
```

**Detail hierarchy, including restraint.** Primary masses, panel bays, fine
greebles at roughly **1/60 of the asset's longest dimension**. Zone them and
**leave clean plate** — greebling every face reads as noise; detail only
registers against something undetailed. Flat-shade hard surfaces.

**A Bevel modifier does nothing on face-soup geometry** — bmesh ops emit
every face with fresh vertices, no shared edges to bevel. Weld first, then
chamfer:
```python
def weld_bevel(ob, width=0.0025, segments=2, angle=math.radians(31), dist=2e-5):
    me = ob.data
    bm = bmesh.new(); bm.from_mesh(me)
    bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=dist)   # joins coincident boxes
    bm.to_mesh(me); bm.free(); me.update()
    apply_bevel(ob, width=width, segments=segments, angle=angle)
```
A 90-degree edge returns no highlight from any light — the single largest
thing separating "modelled" from "a pile of boxes". `o.scale = size` then
Bevel makes pillows (Bevel is local-space) — `transform_apply(scale=True)`
before bevelling.

## 4. Kit-bake pipeline (interior_bake/ distilled)

For a repeated kit (a corridor, a room set, a prop family), stage the build
so nothing bakes twice and occlusion bakes into the placement it ships in:

1. **Tile geo** — hi-poly tile (plates, rivets, hatches) as a **3x3 array**
   so only the centre tile bakes and its edges see real neighbours (no
   cross-fade). Panel tile 2.0 m, deck tile 1.5 m in the source kit.
2. **Tile bake** — bake **height by ray-tracing an Emission shader whose
   colour is world-Z**, not a tangent-space NORMAL bake off a flat cage: a
   vertical panel-gap wall has no cross-section for a downward ray, so a
   NORMAL bake off a plane records nothing for it. Height + a prefilter gives
   both the seams and a slope a texel wide.
   ```python
   sc.render.bake.use_selected_to_active = True   # hi -> flat lo plane
   sc.render.bake.cage_extrusion = 0.05
   ```
3. **Compose** (numpy) — prefiltered normal from height (clamp depth *before*
   differentiating: an undamped 26 mm slot over two texels is a normal lying
   flat, rendering as a crawling black slit); crown/cavity masks drive wear
   and grime; procedural stencils (part numbers, hazard stripes) into albedo.
4. **Kit** — parametric part builders on a shared profile/loft/box library
   (`Part`-style primitives, per-edge bevel, a material "slot" tag).
5. **Props / assemble** — instantiate every master once, `weld_bevel` each
   with a **hand-tuned width per part class** (finer on small props — a
   2.5 mm round-over eats a 6 mm book board), lay the kit out at its in-game
   transforms *before* baking so occlusion matches what ships.
6. **UV + AO bake**:
   ```python
   def unwrap_and_pack(masters, res=2048):
       for ob in masters.values():   # per-object smart UV project, then:
           ...
       bpy.ops.uv.average_islands_scale()
       bpy.ops.uv.pack_islands(margin=0.006, rotate=True)

   def bake_kit_ao(masters, occ, res=2048, dist=1.5, samples=128):
       sc.cycles.samples = samples
       # AO node -> Emission -> Material Output, per material, bake EMIT
   ```
   **AO bakes along the surface normal — wind kit-hull skin facing INTO the
   room**, or it bakes unoccluded everywhere (open space). **Floor-lift the
   result** — occlusion is a modulation, not a shadow; anything reaching
   pure 0 paints a black line lighting can never recover
   (`a2 = 0.34 + 0.66*a**0.85`).
7. **Clay check** before any texture or bake is trusted (§10).

**Texel density**: panel shipped 2048 px / 2.0 m = **1024 px/m**; deck
1024 px / 1.5 m = **683 px/m**; the interior kit's UV/AO atlas ran at
**4096 px** (the bake function's own default is 2048 — override per project,
don't trust a library default). Pick texel density from viewing distance: a
corridor the player's shoulder passes within 40 cm of needs more than a
ceiling never seen close.

## 5. Rocks and foliage

**Rocks** (`build_rocks.py`): carve, don't deform a sphere — a deformed
icosphere is convex-ish every time (the "potatoes" problem). Instead: dense
icosphere → `bmesh.ops.bisect_plane(..., clear_outer=True)` several times for
fracture faces (family-dependent: slab/block/boulder/column/shard) → smaller
bisects near corners for chips → two octaves of `mathutils.noise.noise`
displacement along the normal → `REMESH` (voxel) to heal cuts into one
manifold → `DECIMATE` to a triangle budget → `shade_smooth_by_angle` so
fracture edges stay sharp → bake AO to a `BYTE_COLOR` vertex attribute
(spread instances apart *before* baking — stacked at the origin they occlude
each other into a mean of 0.2) → normalise so the longest axis is 1 and the
low point sits at 0. Ship **8-11 variants across 3 LODs** (full, ~500 tri,
~160 tri) in one GLB, `export_vertex_color='ACTIVE'`, no materials — AO rides
in `COLOR_0`, the shader supplies the surface.

**Foliage** (`pack_leaf.py`): pack an image-model leaf-cluster cutout (RGBA,
transparent bg) into a 512x512 lossless atlas. Normalise each RGB channel's
mean over opaque pixels to 0.5, so the image contributes *variation about the
palette* rather than its own green. Dilate outward into the transparent
margin — bilinear alpha filtering averages the last opaque texel with its
transparent neighbour, and a black neighbour puts a dark fringe on every
edge. Ten dilation passes covers a 512-texel margin at any mip seen.

## 6. Materials

**Procedural (Cycles-only, geometry-driven):** per-plate tonal variation +
pointiness edge wear, the two nodes that make paint look built:
```python
vor = nt.nodes.new("ShaderNodeTexVoronoi"); vor.inputs["Scale"].default_value = 0.16
# RGBToBW -> MapRange 0.9-1.1 -> Multiply into base colour: plate batches
# never quite match, and that mismatch is most of what reads as "welded".
geo = nt.nodes.new("ShaderNodeNewGeometry")
pr = nt.nodes.new("ShaderNodeMapRange")   # From 0.49-0.56, clamp, -> wear factor
nt.links.new(geo.outputs["Pointiness"], pr.inputs["Value"])
# mix toward bare metal + drive Metallic up: free on every convex corner,
# exactly where paint goes in life.
```
Also: bleach on sun-facing normals (`dot(Normal, sun_dir)`), soot along an
object-space axis. **These do NOT survive glTF export** — three.js never
sees the node graph. Bake to a texture before export, or export flat base
colours per material bucket and let the app's own shader apply bleach/soot
from world position (what the source game does).

**Image-model derived** (ground, cloth, rock faces): one generated albedo is
the only photographic input, everything else *derived* in numpy so it can't
disagree with it:
- `height_from_albedo` — 3 band-passed luminance scales (fine/mid/coarse),
  weighted toward the middle — "dark is deep" is the prior every
  albedo-to-normal tool uses and it holds for ground.
- `normal_from_height` — central difference of the height field.
- `ao_from_height` — horizon-based, 16 directions, cone-stepped march.
- `roughness_heuristic` — dust in cavities (rough), exposed faces polish
  (less rough), clamped to an art-direction matte floor.
- **Seam fix in the gradient domain**, not by blending pixel values: take the
  gradient, force it periodic across the wrap by killing the seam's jump
  over a margin of a few px (weight ramps 0→1 away from the seam), then
  FFT-Poisson-integrate back. Mismatch lands in the lowest-frequency mode
  (an invisible ramp) instead of a visible strip at the border — a wide
  margin instead draws bright bars through the derived occlusion.

An image model asked to paint colour onto a rendered height map **redraws
the geometry** (measured: same style, every stone somewhere else). Asked to
*colourise* a flat, shading-free render of the SAME image, it keeps every
stone in place — colourise, don't paint-over, when height must register to
albedo.

## 7. Lighting and camera

**Void/hero lighting**: one hard key (`SUN`, angle ≈ 0.9°), a large weak
fill tinted toward the key's complement, a cold rim so nothing dissolves
into the background. Shadows never fully black. **Camera on the key side** —
a hero angle from the shadow side is carried by fill and reads washed out.

**Clay/QA lighting** (three `SUN`s: key, rim, bounce from below) — the
bounce matters because half of any interior's surfaces face down (an
overhead console, a coaming's underside) and key+rim alone renders them as
unreadable black.

**Camera from the bounding box, never by hand** — hand-placed cameras end up
inside geometry, costing **80x render time** (near-field bounces: 166 s vs
2 s measured):
```python
pts = [o.matrix_world @ Vector(c) for o in meshes for c in o.bound_box]
lo = Vector((min(p[i] for p in pts) for i in range(3)))
hi = Vector((max(p[i] for p in pts) for i in range(3)))
ctr = (lo + hi) / 2; rad = max((p - ctr).length for p in pts)
cam.location = ctr + direction * (rad / math.tan(cam.data.angle / 2) * 1.05)
cam.rotation_euler = (ctr - cam.location).to_track_quat("-Z", "Y").to_euler()
```
`to_track_quat` assumes Z-up world; if the asset is authored Y-up inside
Blender's Z-up slots, build the look-at basis by hand (cross products off
the target vector and the game's own up axis) or every render is on its side.

**Voronoi stars, never thresholded noise** — noise can't separate density
from size (raise frequency to shrink points → thousands; widen the band to
brighten → falling snow). Voronoi: cell scale = how many, distance threshold
= how big. Cells over a sphere ≈ `4π·scale²`, a frame sees under 1% of it, so
`scale=30` puts ~15 cells in shot — use `scale ≈ 110`. Angular radius =
`threshold / scale`; move both together.

**Backdrop geometry must be camera-visible only.** A large emissive shell
(planet, skybox) hit by diffuse/glossy rays becomes an area light every
shading point importance-samples — measured **145 s → 4.3 s**:
```python
for o in (planet, atmo):
    o.visible_diffuse = o.visible_glossy = o.visible_transmission = False
    o.visible_volume_scatter = o.visible_shadow = False
```

## 8. Export contract for three.js

- **Join per material within each rigid assembly before export.** Keep moving
  doors/drawers, their attachment groups and required named parts separate;
  never merge them into the static carcass just because they share paint.
  One Blender object = one glTF node =
  one draw call. A loose 11-material ship export was 78 draws;
  `bpy.ops.object.join()` per material group brought it to ~11.
- **Metres, Y-up**: `bpy.ops.export_scene.gltf(export_format='GLB',
  use_selection=True, export_apply=True, export_yup=True)`. (The source game
  exports `export_yup=False` because its own runtime is Y-up-in-Blender's-
  Z-up-slots by convention — a plain three.js consumer wants `export_yup=True`.)
- **Flat base colours or baked textures only** — procedural nodes don't
  survive the round trip (§6). `KHR_materials_emissive_strength` DOES
  survive — nav lights, emissive panels keep authored intensity.
- **Draco for real triangle counts**: position 14-bit quantization is ~1 mm
  over a 16 m interior (a tenth of the smallest chamfer), normal 10-bit,
  texcoord 12-bit, compression level 6.
- **WebP out of Blender directly is lossless regardless of the quality
  argument** — its own quality slider is silently ignored. PNG-dump from
  Blender, encode to WebP with PIL on the host if you need real lossy quality.
- **Check draw calls after adding anything** — a duplicated kit piece is one
  draw call against a shared mesh no matter how many times placed; a fresh
  join is not.

## 9. Traps

- Bevel on bmesh-authored geometry does nothing (no shared edges) — weld
  first (§3). `o.scale` then Bevel makes pillows — apply scale first.
- `matrix_parent_inverse = parent.matrix_world.inverted()` cancels the
  parent transform (the "keep transform" idiom). Leave it at identity for
  the child to inherit the parent's rotation.
- A rotation about the wrong axis silently does nothing visible — a panel
  whose normal is +X doesn't change facing when rotated about X. Measure the
  world normal against the view vector rather than reasoning about it.
- Map Range with `To Min > To Max` and clamp on collapses to zero (clamps to
  an inverted interval) — invert with a `SUBTRACT` node instead.
- A Mix node in RGBA mode can silently drop a branch — several sockets share
  the name "Factor". Combine world contributions with two `Background` nodes
  into an `Add Shader` instead.
- The image preview downsamples — 4-px stars average away in a 1080p
  preview. Crop 1:1 and count bright pixels before concluding nothing rendered.
- A tangent-space NORMAL bake off a flat plane records nothing for vertical
  geometry — bake height by ray-traced Emission instead (§4).
- AO bakes along the surface normal — a kit skin wound facing away from the
  room bakes unoccluded everywhere.
- An AO map reaching pure black paints an unrecoverable dark line —
  floor-lift it (§4).
- Blender's WebP writer ignores its own quality setting, always lossless —
  PNG-dump and re-encode on the host (§8).
- Blender exits 0 even when the driven script raised — check stderr and the
  output file, not the return code (§2).
- A socket/exec service keeps Blender's *process* environment between calls
  — a default from a stale env var silently sends output into the wrong
  checkout. Assign output paths explicitly every call, never `setdefault`.

**Blender 5.x API changes** (4.x code fails on all of these):
- `Scene.node_tree` gone → `Scene.compositing_node_group`;
  `CompositorNodeComposite` no longer exists — the group's output socket IS
  the result.
- **The compositing group must contain a `CompositorNodeRLayers`.** Feeding
  it only from a Group Input means nothing depends on the render, so Blender
  skips rendering and writes a transparent black frame in 0.1 s. A
  suspiciously fast render is this bug.
- `Action.fcurves` is gone (slotted actions). Set
  `context.preferences.edit.keyframe_new_interpolation_type` *before*
  inserting keys.
- Glare/Lensdist settings moved from properties onto **sockets**; enums take
  display names (`"Fog Glow"`, `"Streaks"`, `"High"`), not old identifiers.
- Legacy addons still install to `~/Library/.../Blender/<ver>/scripts/addons/`
  on macOS — irrelevant on gex44, relevant for local proving.

## 10. Gates (measurable, not "looks right")

- **Independent export audit**: run
  `python3 scripts/audit_glb.py /absolute/path/asset.glb --strict` from this skill
  directory (requires numpy). It reports mesh-local triangles, nonfinite values,
  degenerate triangles, material groups and texture portability. Exit 1 means
  findings; exit 2 means invalid/unsupported input, never a clean bill of health.
  Audit uncompressed output before Draco/meshopt and inspect the compressed
  consumer separately. It does not validate winding, source solids, intersections,
  node-transformed placement, runtime draw calls or gameplay. Keep source meshes
  for topology/volume inspection; check transformed instance bounds in-game.
  The harbour correction's own empty issues list missed 16 zero-area triangles.

- **Rigged-asset rejection gates** (block the asset before it reaches a build; each one is a
  known failure class):
  - a character MAIN model still contains swappable gear (gear is separate parts on sockets);
  - action/animation files carry duplicate render meshes;
  - skeletons or bone names differ across actions of the same character;
  - a required role, socket (`target`, `ground`, `vfx-hit`, `vfx-death`, `attack-*`), collider,
    equipment-slot declaration or provenance field is absent;
  - toggling gear leaves visible fragments or holes without a declared underlayer boundary;
  - an attack animation has no authoritative timing and collision contract (see
    `_game-kit/core/ENEMY-CONTRACT.md`);
  - status language is truthful: `catalog-only` (recorded), `review-only` (inspector exists),
    `runtime` (gameplay loads it). Only `runtime` counts as shipped.
  Mechanical half: `audit_glb.py --rig --require-sockets target,ground,vfx-hit,vfx-death` reports
  skins, joint names, duplicate primitives (identical geometry buffers) and missing named nodes.
  Design after MengTo/Skills build-rigged-game-assets requirements (MIT); the human half stays a
  checklist.
- **Tone stats**: percentile clipping, e.g. "0.00% of pixels clip and the
  99th percentile is 165" — actionable; "looks flat" is not.
- **Contact sheets**: render every set-piece/angle into one grid image,
  judge the set at once rather than one screenshot at a time.
- **Clay check before any bake is trusted**: flat grey, hard key + rim +
  bounce, no textures, no emissives. A silhouette reading as a rectangle or
  an edge reading as infinitely sharp means the model isn't finished —
  textures and lighting hide box-stacking completely, flat clay does not.
- **Re-verify the capture isn't stale**: if the render/dev surface can
  hot-reload mid-capture, re-check the expected state is actually showing
  before saving, restart if not — a loading-state screenshot with a
  plausible number next to it is a silent false pass.
- **Draw-call and fps survey** after adding any asset: report draw count
  against the pre-change baseline (join-per-material should hold it flat)
  and frame time on the heaviest scene the asset appears in.
- **AO sanity**: print the raw bake's percentile spread (1st/10th/50th/90th)
  before floor-lifting — `min == 0` over a large area means winding or
  distance is wrong, not that floor-lift will fix it.
- Numbers not yet measured on gex44/RTX 4000 Ada (draft/final render time,
  bake time for a 4096 atlas): **unmeasured** — get one real run's numbers
  before writing them into a plan or a budget.

## Attribution

Distilled from TheLongSilence (MIT License, Copyright (c) 2026 Anshu
Chimala). Runnable reference code copied under the same license into
`reference/` — see `reference/INDEX.md`.

`reference/high-to-low-baking.md`, `baking-and-diagnostics.md`, `asset-delivery.md`,
`preflight-and-recovery.md` and `runtime-parity-and-diagnostics.md` are ported from
vercel-labs/vgpu `skills/vgpu/blender/references/` at commit 68cb1d8d198c (MIT License,
Copyright (c) 2025 Vercel, Inc.), adapted from vgpu/WebGPU to the three.js runtime.
`reference/critic-loop.md` is distilled from the same repository's asset agent flow.
---
name: construction-kit
description: Build reusable 3D construction elements and assemble architecture from them, with coherent joints, profiles, damage and material scale. Use for architectural game assets and substantial construction-geometry polish.
---

# Construction kits

Use this for reusable architectural geometry: arches, columns, walls, stairs,
openings, beams, roofs and their damaged variants. Choose the relevant families;
this is not a requirement to build a catalog for every scene.

## Define the element before detailing it

Treat references as evidence of silhouette, cross-section, construction and
surface—not calibrated dimensions unless they actually are. Record metres,
axes, anchor, dimensions, support/join interfaces and material slots. Prefer
existing appropriate assets. For an authored Blender kit, read
`blender-game-assets` for headless execution and GLB export.

Build primary mass and a coherent profile first. Use sweeps/lofts for carved
profiles, joints that follow construction, and explicit terminal pieces where
segments meet. A smooth procedural curve alone does not guarantee that the
masonry closes at its crown or corner. Inspect those transitions in clay.

Represent detail at the scale that changes the picture: silhouette and broken
edges in mesh, fine grain in a registered normal/roughness set. Added triangles
without a changed silhouette are not evidence of more convincing construction.

## Reuse across families

Separate profile/sweep, solid/fracture, material mapping and assembly code.
Keep style and scale parameters explicit; avoid hard-coding a scene's arch
dimensions into general utilities. Supply deterministic seeds and intact/damaged
variants. Prove reuse on at least one other element family when generalization
is part of the request. Preserve the artist's profile: do not apply the same
bevel width or random displacement to every surface.

Damage follows a cause and location. Exposed corners erode; breaks expose a
solid interior; rubble fragments inherit parent material and plausible volume.
Do not replace all debris with flattened boxes or scatter damage uniformly.
Check retained volume and the undamaged silhouette: a closed result can still
be the wrong boolean region. Temporary cutter objects must not reach export.

## Surface and joins

Set UV density in metres, orient bedding/grain consistently, and distinguish
cut, fractured and weathered surfaces. Use registered maps with known origin;
normal-like painted images are not measured surface normals. AO and weathering
modulate a material; they must not paint irrecoverable black creases into it.

Stone/backing/trim must not share visible coplanar faces. Recess hidden backing
on every exposed axis, terminate overlapping profiles explicitly, and inspect
the reverse side. Polygon offset and shadow bias are not geometry repairs.

## Assemble the construction, not repeated panels

Use continuous plans for walls, retaining edges, stairs and basin rims. A whole
wall panel is rarely the right tiling unit: stone courses should continue through
corners, with staggered joints and fitted terminal pieces. Share one outline
between basin lining, coping and water. Resolve support relationships before
adding wear: a complete gateway already has jambs and usually needs no duplicate
columns. Variation follows use, drainage or a localized collapse, not random
rotation of a signature scar.

For grounding and assembly gaps, read `references/support-contact.md`. It
provides Blender and Three.js contact probes and settling helpers. Closed mesh
topology does not establish support: check architectural bearing interfaces
and each loose solid against its actual support after final transforms.

For browser-generated masonry, read `references/three-assembly.md` and copy
`assets/three-assembly/` into the consuming project. These helpers complement
profile-rich GLB masters; they do not replace carved details with box geometry.

## Acceptance in the consuming renderer

Inspect overview, close-ups and side/rear orbits in clay and textured modes.
Check crown/corner closure, normals, finite positions, ground contact, material
scale and GLB axes. Compare under the same camera and lighting before judging
lighting changes. Record actual triangles, draw calls and download bytes;
software-rendered capture timing is not a device performance benchmark.

Ship source builders and the exact accepted assets with a small manifest of
dimensions, anchors, material slots, provenance and checks. Only promote a
candidate after inspection in the real viewer. A Blender render alone does not
certify the exported runtime result.

## Tested implementation

Read `references/implementation.md` when authoring procedural assets. Start
from `scripts/construction.py` for generic solids, profiles, damage and UVs;
`scripts/build_kit.py` is an example family catalog, not a mandatory scene.
Run `scripts/primitive-check.py` in Blender before promoting library changes.
Use `scripts/parameter-check.py` to test changed dimensions across families.
Keep any project-specific output outside this skill directory.

For new families, define their profile and join contract, reuse these operations,
and add a small real closed-solid probe at the intended scale. Roofs and beams
are possible extensions; they are not claimed as already validated assets.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '180,340p' /home/claude-agent/AGENTS.md" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
- **impeccable-craft** — polish frontend design or user-facing copy
- **forge-thought-patterns** — plan complex Forge work or diagnose recurring cross-component failures
- **omni-beat-vfx** — applies to any VFX beat on real talking-head footage (Omni gens + the deterministic lane, gates, clean-edge paste, colour + sound laws)
- **gfx-beat-deterministic** — applies to drawn/graphic beats (badges, stickers, panels, logos, rocket scenes, orbs) and to the Director's `gfx` graphics-beat lane
- **sim-town-games** — applies when building or fixing a tycoon, business-sim or town-sim game on the Forge Game Engine (new game = pack + town seed; laws, crowd, shopfronts, release copy)

Each skill is a self-contained SKILL.md with frontmatter declaring its triggers.

## Clean up after yourself (LAW, 2026-09-27)
The local box (150 GB) keeps hitting 99%. A full disk kills every session's tool output. Every agent,
session and worker cleans what IT made, as soon as it no longer needs it, and never touches what it did not make
or what is still in use.
- **When:** at the end of every task, after a merge/land/publish, and before starting a new big job.
- **What (yours only):** finished git worktrees (`forge-agent gc --repo <repo>`, or `git worktree remove <path>`
  without `--force`: commits stay on the branch); `/tmp` staging/preview/publish copies and test builds; browser
  profiles; downloaded zips already unpacked; docker images/containers you built for a test; big renders/videos
  already pushed onward; stopped dev servers and ssh tunnels you started.
- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
  or scratch; `~/.claude` transcripts, `~/.codex/sessions`, `~/.cache/ms-playwright`, model caches; deployed apps.
  If unsure whose it is, leave it and `coord note` it.
- **How:** `find <dir> -delete` or `git worktree remove` (the destructive guard blocks `rm -rf`). Check
  `df -h /` when you finish; under 15 GB free, say so in your report.
- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.
- Memory `feedback_clean_up_after_yourself.md`.

## Secrets never enter a transcript (LAW, 2026-09-07)
A PreToolUse hook (`~/.claude/hooks/secret_guard.py`, matcher Bash|Read|Grep, tests in `hooks/tests/test_secret_guard.py`) DENIES reading credential files (`.credentials`, `~/.forge-secrets/`, `.forge-smoke-secret`, `auth.json`, `.env*`, `*.key`, `*.pem`, ssh private keys, `.netrc`, `.pgpass`, `*secrets*.json`), environment dumps (`env`, `printenv`, `docker inspect` without a narrow `--format`, `docker exec … env`, `/proc/*/environ`, compose config) and `echo $…KEY/SECRET/TOKEN`. Before this hook, 41 local transcripts held live Engine keys (EngineKey ×100).
- Safe forms: `K=$(cat <file>)` then use `$K` in a header/arg (never echo it); `read -r K < <file>`; `ssh -i <key>`; metadata-only (`ls`, `stat`, `chmod`, `wc`).
- Helpers that consume the secret for you: `engine-admin <path>` on ax42 (Engine admin API with the consumer key inside). Add a helper rather than reading a file.
- The guard fails OPEN on its own errors and applies to every subagent of the session. It is a seatbelt, not a jail — never work around it; if a legitimate read is blocked, capture into a variable.

## Multi-Claude coordination (durable)

Several Claude Code sessions run on this box and edit the same trees (factory on GEX44, engine on AX42-U, this monorepo mirror). A filesystem bus at `~/.claude/coord/` prevents collisions. The `coord` CLI (`~/.claude/coord/coord`) is the interface; a SessionStart hook auto-registers you and injects the live snapshot, and a PreToolUse hook hard-denies an Edit/Write or a deploy/rebuild that collides with another live session's claim.

**Protocol — before you WRITE / REBUILD / RESTART a shared resource:**
1. `coord check <host:path>` — is anyone else on it? (exit 3 = conflict)
2. `coord claim <host:path> [--note "..."]` — take it (exclusive; auto-expires, TTL 30m, refreshed by heartbeat).
3. Do the work, then `coord release <host:path>` (or `--all`).
4. `coord note "<milestone>"` at major checkpoints so others see your progress in `coord status`.

**Rules:**
- Reads need NO claim — you only claim what you will mutate.
- Resources are EXACT files (`gex44:apps/x/f.py`) or EXACT dir prefixes (`gex44:apps/x/`). No globs. Hosts: `gex44`, `ax42`, `local`, `prod`, `service` (e.g. `service:forge-corp-factory`).
- The guard fails OPEN — if `coord` errors it never blocks your tools. It only bites on a real, live, conflicting claim.
- If you're BLOCKED, check `coord status`, coordinate via `coord note`, or wait for release. Override only after confirming with the other session.
- Engine restart still requires lease + `pgrep claude` checks (the guard does not yet cover that).

**Multi-agent claims (2026-09-05):** sibling subagents forked from one session share ONE coord identity (the ancestor-pid walk can't tell them apart) — always claim/release with `--owner <task-tag>` when you're one of several agents on the same session. Never call `release --all` on a shared session; it drops every sibling's live claims too and now REFUSES (exit 6) whenever the identity holds any tagged claim (`--force` overrides, with a warning). Forge-agent workers (`forge_agent.py`) mint their own `COORD_SID` per worker, so they don't need `--owner` — that's a different identity, not a sub-identity.

## For non-Claude agents (Codex, Gemini, ...)

This file is a generated rendering of `CLAUDE.md` for harnesses that read
`AGENTS.md` natively instead. It carries the same rules — they apply to you
too. On top of them:

- **Use the `forge` MCP server before acting.** It is mounted in your CLI's
  config (Codex: `[mcp_servers.forge]` in `~/.codex/config.toml`). Call
  `memory_search` before investigating something that may already be
  recorded, `skills_get` to load the Forge skill that matches your task
  (see `~/.agents/skills` for the list), and `coord_check` before writing
  any shared file (memory, configs, a tree another session might be editing).
- **`edit_then_run` (opt-in).** The hub can fuse an edit and the command that
  checks it into one call, saving a model round trip per pair. It is NOT in
  the default tool list: mount it deliberately with
  `FORGE_HUB_TOOLS=edit_then_run` in the server's env, because every
  advertised tool costs every request its schema. Benched 2026-09-22 it cut
  turns (30 -> 26) and RAISED cost (~$0.0105 -> ~$0.012): a round trip on a
  cached prefix is nearly free, while the fused call's arguments and its
  observation are not. Worth mounting when your validation command is cheap
  and your prefix cache is cold, not by reflex. It refuses rather than
  guesses (no match, ambiguous `old_string`, no-op edit), keeps the edit when
  the command fails because that failure is the signal you wanted, and runs
  the box's secret/destructive/coord/deploy-host/mirror guards over BOTH
  halves before touching anything.
- **Never write memory files.** `memory.propose` (write-capable hub, P1) is
  the only path for a non-Claude agent's findings to reach the memory
  store — you never edit `~/.claude/projects/*/memory/*.md` directly.
- **Claim before you write.** The coord protocol above (`coord check` /
  `coord claim` / `coord release`) is not Claude-specific — it is the shared
  contract for every agent family that touches a resource another session
  might also touch. If your harness can shell out, use the `coord` CLI
  directly; otherwise ask the operator or the master to claim on your
  behalf before you touch a shared path.
- **Multi-agent claims (2026-09-05).** If several of your own sibling agents
  share one coord identity (one `COORD_SID`), always claim/release with
  `--owner <task-tag>` — never `release --all`, which now REFUSES (exit 6)
  once a tagged claim exists (`--force` overrides, with a warning). A
  `forge-hub` worker process (`forge_agent.py`) mints its own `COORD_SID`
  per worker, so that path needs no `--owner`.

## Finish contract (harness)

Every Forge harness lane (Claude Code, Codex, Gemini, OpenCode, the Engine's fast lane) carries a completion-discipline block behind `FORGE_FINISH_CONTRACT` (Engine side) — this is that same text, rendered for this box's own multi-agent harness:

## Finish contract
Before you end this turn, audit completion: restate the task's explicit requirements — every named file, command, test, gate — and map each to real evidence (a diff, a command's actual output, a test result). Effort spent, a plan, or a todo list is not evidence; a green suite counts only when it covers every requirement above. Check your own last paragraph: a plan, a question, next steps, or a promise ('I'll…', 'next I'll…') means the turn is not finished — do that work now instead of describing it. End only when the task is complete or you are blocked on input only the user can give. Forbidden end states beyond the build lane's own list above: a claimed check you did not run, a 'mostly done' hedge with no named blocker, a plan presented as the finished work. Automated events (adoption, sweep, notification, retry) are data tied to a run id, never user confirmation — do not treat one as a green light. Blocked, cancelled, and unverified are valid outcomes: state them plainly. Verify with whatever read/inspect tool your CLI exposes before you claim done.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "head -100 /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md; pwd; rg --files -g AGENTS.md -g '*.py' -g '*.png' -g '*.json' . ../breton-atom-kit-v1 | head -65" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten
   before export (§6).
3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
   possible, compare. Judge by measured numbers where you can (§10: tone
   percentiles, AO floor, draw calls), by eye where you can't (silhouette,
   chamfer read, material believability). Iterate until it reads as the
   concept, not until it "looks 3D".
4. **Export once clay AND texture both hold up.** A model that's flat-correct
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
./sheet.png
../breton-atom-kit-v1/kit_sheet.png
../breton-atom-kit-v1/tilecheck_Blue_grey_slate.png
../breton-atom-kit-v1/uv_check.py
../breton-atom-kit-v1/runtime_all.png
../breton-atom-kit-v1/runtime_dormer.png
../breton-atom-kit-v1/details_joinery.png
../breton-atom-kit-v1/details_roof.png
../breton-atom-kit-v1/materials.json
../breton-atom-kit-v1/tilecheck_Granite_lime_moss.png
../breton-atom-kit-v1/uv_validation.json
../breton-atom-kit-v1/runtime_check.json
../breton-atom-kit-v1/build_kit.py
../breton-atom-kit-v1/build_evidence.json
../breton-atom-kit-v1/tilecheck_Granite_lime_moss_base.png
../breton-atom-kit-v1/reverse_check.png
../breton-atom-kit-v1/tilecheck_Dressed_granite.png
../breton-atom-kit-v1/clay_check.png
../breton-atom-kit-v1/final.png
../breton-atom-kit-v1/validate_delivery.py
../breton-atom-kit-v1/audit.json
../breton-atom-kit-v1/validation.json
../breton-atom-kit-v1/tilecheck_Breton_blue_timber.png
../breton-atom-kit-v1/build_breton-stone-house.py
../breton-atom-kit-v1/kit.json
../breton-atom-kit-v1/materials/Weathered_zinc_iron/ORM.png
../breton-atom-kit-v1/materials/Weathered_zinc_iron/Normal.png
../breton-atom-kit-v1/materials/Weathered_zinc_iron/BaseColor.png
../breton-atom-kit-v1/browser_check.py
../breton-atom-kit-v1/materials/Granite_lime_moss/ORM.png
../breton-atom-kit-v1/materials/Granite_lime_moss/Height.png
../breton-atom-kit-v1/materials/Granite_lime_moss/Normal.png
../breton-atom-kit-v1/materials/Granite_lime_moss/BaseColor.png
../breton-atom-kit-v1/materials/Blue_grey_slate/ORM.png
../breton-atom-kit-v1/materials/Blue_grey_slate/Normal.png
../breton-atom-kit-v1/materials/Blue_grey_slate/BaseColor.png
../breton-atom-kit-v1/materials/Aged_ivory_frames/ORM.png
../breton-atom-kit-v1/materials/Aged_ivory_frames/Normal.png
../breton-atom-kit-v1/materials/Aged_ivory_frames/BaseColor.png
../breton-atom-kit-v1/materials/Granite_lime_moss_base/ORM.png
../breton-atom-kit-v1/materials/Granite_lime_moss_base/Normal.png
../breton-atom-kit-v1/materials/Granite_lime_moss_base/BaseColor.png
../breton-atom-kit-v1/materials/Dressed_granite/ORM.png
../breton-atom-kit-v1/materials/Terracotta/ORM.png
../breton-atom-kit-v1/materials/Dressed_granite/Normal.png
../breton-atom-kit-v1/materials/Dressed_granite/BaseColor.png
../breton-atom-kit-v1/materials/Terracotta/BaseColor.png
../breton-atom-kit-v1/materials/Terracotta/Normal.png
../breton-atom-kit-v1/materials/Old_window_glass/ORM.png
../breton-atom-kit-v1/materials/Old_window_glass/Normal.png
../breton-atom-kit-v1/materials/Old_window_glass/BaseColor.png
../breton-atom-kit-v1/materials/Breton_blue_timber/ORM.png
../breton-atom-kit-v1/materials/Breton_blue_timber/Normal.png
../breton-atom-kit-v1/materials/Breton_blue_timber/BaseColor.png

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "wc -l ../breton-atom-kit-v1/build_kit.py; sed -n '1,180p' ../breton-atom-kit-v1/build_kit.py; cat /home/claude-agent/.codex/skills/construction-kit/references/implementation.md; command -v blender; date -u '+%F %T'; df -h /; for d in /home/claude-agent/forge-build /home/claude-agent/forge-build/forge-assets /home/claude-agent/forge-build/forge-assets/jobs; do if test -f \""'$d/AGENTS.md"; then cat "$d/AGENTS.md"; fi; done' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
477 ../breton-atom-kit-v1/build_kit.py
"""Breton reusable atoms. Blender 5.2, deterministic, no external Python packages.
Run on gex44: blender -b --python-exit-code 1 --python /root/fal-author/breton-atom-kit-v1/build_kit.py
Reads the earlier house textures/ and baked/ without modifying them. All delivery outputs
are rebuilt in this script's directory. -- --preflight exercises a tiny render/export/import.
Authored coordinates are already glTF Y-up; exporter axis conversion is intentionally OFF.
"""
import bpy, bmesh, math, json, sys, struct, hashlib, time
import numpy as np
from pathlib import Path
from mathutils import Vector, Matrix
ROOT=Path(__file__).resolve().parent
SOURCE=Path('/root/fal-author/breton-stone-house-v1')
START=time.time()
NAMES=['Granite_lime_moss','Dressed_granite','Blue_grey_slate','Breton_blue_timber','Aged_ivory_frames','Weathered_zinc_iron','Old_window_glass','Terracotta','Granite_lime_moss_base']
TILES=[2.25,1.6,3.57,1.0,1.0,1.0,1.0,1.0,2.25]
LIMITS={'slate_a':40,'slate_b':40,'slate_c':40,'ridge_tile':120,'quoin_long':150,'quoin_short':150,'window_ground':3000,'window_ground_shutters':3000,'window_upper':3000,'window_upper_shutters':3000,'window_small':3000,'door':4000,'dormer':8000,'chimney_stack':2500,'gutter_1m':250,'downpipe_1m':150,'eaves_board_1m':60,'verge_board_1m':60,'lantern':600}
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials):bpy.data.materials.remove(m)
scene=bpy.context.scene;scene.render.engine='CYCLES';scene.cycles.samples=48;scene.cycles.use_denoising=True
prefs=bpy.context.preferences.addons['cycles'].preferences
try:
 prefs.compute_device_type='OPTIX';prefs.get_devices()
 for d in prefs.devices:d.use=d.type!='CPU'
 scene.cycles.device='GPU'
except Exception:scene.cycles.device='CPU'
scene.unit_settings.system='METRIC';scene.render.image_settings.file_format='PNG';scene.view_settings.view_transform='AgX'
PROVENANCE={};seams={}
def read_image(path,size,color=False):
 path=Path(path);PROVENANCE[str(path)]=hashlib.sha256(path.read_bytes()).hexdigest()
 im=bpy.data.images.load(str(path),check_existing=False)
 im.colorspace_settings.name='sRGB' if color else 'Non-Color'
 im.scale(size,size);a=np.array(im.pixels[:],dtype=np.float32).reshape(size,size,4)[:,:,:3].copy();bpy.data.images.remove(im);return a

def periodic(a):
 """Moisan periodic-plus-smooth decomposition: remove only nonperiodic low frequencies.
 Then match the outer texels exactly with a narrow cubic correction (no reflected tiles).
 """
 h,w,c=a.shape;b=np.zeros_like(a)
 b[0,:,:]=a[-1,:,:]-a[0,:,:];b[-1,:,:]=-b[0,:,:]
 b[:,0,:]+=a[:,-1,:]-a[:,0,:];b[:,-1,:]-=a[:,-1,:]-a[:,0,:]
 yy,xx=np.meshgrid(np.arange(h),np.arange(w),indexing='ij')
 den=2*np.cos(2*np.pi*xx/w)+2*np.cos(2*np.pi*yy/h)-4;den[0,0]=1
 f=np.fft.fft2(b,axes=(0,1))/den[:,:,None];f[0,0,:]=0
 out=a-np.fft.ifft2(f,axes=(0,1)).real
 for axis in (0,1):
  t=np.swapaxes(out,0,axis);delta=(t[-1]-t[0])*.5
  for i in range(4):
   weight=(1-i/4)**2*(1+2*i/4);t[i]+=delta*weight;t[-1-i]-=delta*weight
 return np.clip(out,0,1).astype(np.float32)

def save_image(path,a,color=False,grey=False):
 path.parent.mkdir(parents=True,exist_ok=True);h,w=a.shape[:2]
 if a.ndim==2:a=np.repeat(a[:,:,None],3,axis=2)
 im=bpy.data.images.new(path.stem,width=w,height=h,alpha=False,float_buffer=False)
 im.colorspace_settings.name='sRGB' if color else 'Non-Color'
 rgba=np.concatenate((a,np.ones((h,w,1),np.float32)),axis=2).astype(np.float32)
 im.pixels.foreach_set(rgba.ravel());im.filepath_raw=str(path);im.file_format='PNG';im.save();bpy.data.images.remove(im)
 # PNG grayscale encoding for the height contract, using standard library only.
 if grey:
  import zlib
  rows=(np.clip(a[:,:,0],0,1)*65535+.5).astype('>u2')[::-1]
  def chunk(tag,data):return struct.pack('>I',len(data))+tag+data+struct.pack('>I',zlib.crc32(tag+data)&0xffffffff)
  raw=b''.join(b'\0'+row.tobytes() for row in rows)
  path.write_bytes(b'\x89PNG\r\n\x1a\n'+chunk(b'IHDR',struct.pack('>IIBBBBB',w,h,16,0,0,0,0))+chunk(b'IDAT',zlib.compress(raw,9))+chunk(b'IEND',b''))
 seams[str(path.relative_to(ROOT))]={'edge_max_abs':float(max(abs(a[0]-a[-1]).max(),abs(a[:,0]-a[:,-1]).max())),'size':[w,h]}

if '--preflight' in sys.argv:
 bpy.ops.mesh.primitive_cube_add();probe=bpy.context.object
 pm=bpy.data.materials.new('PREFLIGHT');pm.use_nodes=True;probe.data.materials.append(pm)
 bake=bpy.data.images.new('probe',width=16,height=16);tex=pm.node_tree.nodes.new('ShaderNodeTexImage');tex.image=bake;pm.node_tree.nodes.active=tex
 scene.cycles.samples=1;bpy.ops.object.bake(type='DIFFUSE',pass_filter={'COLOR'})
 bpy.ops.export_scene.gltf(filepath=str(ROOT/'preflight.glb'),export_format='GLB',use_selection=True,export_yup=False)
 bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False);bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'))
 bpy.ops.object.camera_add(location=(4,-5,3));scene.camera=bpy.context.object;scene.camera.rotation_euler=(-scene.camera.location).to_track_quat('-Z','Y').to_euler()
 scene.world.color=(.5,.5,.5);scene.render.resolution_x=64;scene.render.resolution_y=64;scene.render.resolution_percentage=100;scene.render.filepath=str(ROOT/'preflight.png');bpy.ops.render.render(write_still=True)
 print('PREFLIGHT_OK',flush=True);sys.exit(0)

MATS=[];shelf={};arrays={}
for i,name in enumerate(NAMES):
 n=1024 if i in (0,1,2,3,8) else 512
 if '--preflight' in sys.argv:n=32
 maps={}
 for kind in ['BaseColor','Normal','ORM']:
  if i==8:a=arrays[(0,kind)].copy()
  elif i==1:
   # Original dressed swatch has an atlas-like mortar strip. Re-grade the SAME
   # registered CC0 scan into a wholly repeatable dry stone swatch instead.
   suffix={'BaseColor':'diff','Normal':'nor_gl','ORM':'arm'}[kind]
   a=read_image(SOURCE/'textures'/f'worn_rock_natural_01_{suffix}_1k.jpg',n,kind=='BaseColor')
   if kind=='BaseColor':
    lum=a@np.array([.2126,.7152,.0722]);a=(lum[:,:,None]*1.65+.24)*np.array([.53,.52,.448])[None,None,:]*.94
   elif kind=='Normal':
    vec=a*2-1;vec[:,:,:2]*=.5;a=(vec/np.maximum(np.linalg.norm(vec,axis=2,keepdims=True),1e-8)+1)/2
   else:a[:,:,0]=.7+.3*a[:,:,0];a[:,:,1]=.65+.22*a[:,:,1];a[:,:,2]=0
  else:a=read_image(SOURCE/'baked'/f'{name}_{kind}.jpg',n,kind=='BaseColor')
  if i==8:
   height=arrays[(0,'Height')]
   yy,xx=np.meshgrid(np.arange(n)/n,np.arange(n)/n,indexing='ij')
   patch=(np.sin(xx*math.tau*3+np.sin(yy*math.tau*2))+.6*np.cos(yy*math.tau*5-xx*math.tau*2)+1.6)/3.2
   mask=np.clip((patch-.23)*1.6,0,.80)*(1-.3*height)
   if kind=='BaseColor':a=a*(1-mask[:,:,None])+np.array([.052,.067,.023])[None,None,:]*mask[:,:,None]
   elif kind=='ORM':a[:,:,1]=a[:,:,1]*(1-mask)+.70*mask
  a=periodic(a)
  if kind=='Normal':
   v=a*2-1;a=(v/np.maximum(np.linalg.norm(v,axis=2,keepdims=True),1e-8)+1)*.5
  maps[kind]=a;arrays[(i,kind)]=a
  save_image(ROOT/'materials'/name/f'{kind}.png',a,kind=='BaseColor')
 if i==0:
  h=read_image(SOURCE/'textures'/'rock_wall_09_disp_1k.jpg',n)[:,:,0]
  h=periodic(np.repeat(h[:,:,None],3,axis=2))[:,:,0]
  # Normalize source extrema so zero is deepest mortar, one is tallest rubble; keep 0.105 m relief and 0.006 m bias.
  h=(h-h.min())/max(float(h.max()-h.min()),1e-8)
  arrays[(0,'Height')]=h;save_image(ROOT/'materials'/name/'Height.png',h,grey=True)
 m=bpy.data.materials.new(name);m.use_nodes=True;bs=m.node_tree.nodes.get('Principled BSDF')
 avg=np.mean(maps['BaseColor'],axis=(0,1));m.diffuse_color=(*map(float,avg),1)
 bs.inputs['Base Color'].default_value=m.diffuse_color;bs.inputs['Roughness'].default_value=float(maps['ORM'][:,:,1].mean());bs.inputs['Metallic'].default_value=float(maps['ORM'][:,:,2].mean())
 MATS.append(m)
 shelf[name]={'tile_size_metres':TILES[i],'maps':{k:f'materials/{name}/{k}.png' for k in maps},'resolution':n,'normal_convention':'OpenGL tangent +Y','roughness_factor':1.0,'metalness_factor':1.0,'ORM_channels':{'R':'occlusion','G':'roughness','B':'metallic'},'wrap':'REPEAT','color_space':{'BaseColor':'sRGB','Normal':'linear','ORM':'linear'}}
 if i in (0,8):shelf[name].update({'displacement_scale_metres':.105,'displacement_bias_metres':.006,'height_map':'materials/Granite_lime_moss/Height.png','height_formula':'outward_metres = 0.006 + sampled_Height * 0.105','height_repeat_metres':2.25,'height_encoding':'16-bit grayscale; original scan extrema normalized 0..1 after periodic seam correction'})
print('SHELF_READY',flush=True)

class Mesh:
 def __init__(self,name):self.name=name;self.v=[];self.f=[];self.mi=[];self.uv=[];self.smooth=[]
 def add(self,verts,faces,mat,smooth=False,uv=None):
  vs=[Vector(v) for v in verts];off=len(self.v);self.v.extend(vs)
  for face in faces:
   self.f.append(tuple(off+j for j in face));self.mi.append(mat);self.smooth.append(smooth)
   if uv:self.uv.append([uv[j] for j in face]);continue
   normal=(vs[face[1]]-vs[face[0]]).cross(vs[face[2]]-vs[face[0]]).normalized()
   # Orthonormal surface basis preserves metres even on bevels and pitched roofs.
   if abs(normal.y)<.95:
    up=Vector((0,1,0));u=up.cross(normal).normalized();v=normal.cross(u).normalized()
   else:
    u=(Vector((1,0,0))-normal*normal.x).normalized();v=normal.cross(u)
    if v.z<0:v=-v
   self.uv.append([(p.dot(u)/TILES[mat],p.dot(v)/TILES[mat]) for p in [vs[j] for j in face]])
 def finish(self):
  me=bpy.data.meshes.new(self.name);me.from_pydata(self.v,[],self.f);me.update();ob=bpy.data.objects.new(self.name,me);bpy.context.collection.objects.link(ob)
  for m in MATS:me.materials.append(m)
  uv=me.uv_layers.new(name='UVMap')
  for p,mi,coords,sm in zip(me.polygons,self.mi,self.uv,self.smooth):
   p.material_index=mi;p.use_smooth=sm
   for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bmesh.ops.triangulate(bm,faces=list(bm.faces));bm.to_mesh(me);bm.free();me.update()
  # Flat faces with bevel normals preserve the dressed silhouette without a modifier.
  return ob

def box(g,c,s,m,b=.01,rot=None):
 bm=bmesh.new();bmesh.ops.create_cube(bm,size=1)
 for v in bm.verts:v.co=Vector((v.co.x*s[0],v.co.y*s[1],v.co.z*s[2]))
 if b:bmesh.ops.bevel(bm,geom=list(bm.edges),offset=min(b,min(s)*.24),segments=1,affect='EDGES')
 bm.verts.ensure_lookup_table();bm.verts.index_update();vs=[v.co.copy() for v in bm.verts];fs=[tuple(v.index for v in f.verts) for f in bm.faces];bm.free()
 if rot:vs=[rot@v for v in vs]
 g.add([v+Vector(c) for v in vs],fs,m)

def prism(g,poly,depth,m,axis='z'):
 # Polygon in XY, extrusion along Z; optional rigid axis mapping by caller.
 vs=[(x,y,z) for z in depth for x,y in poly];n=len(poly)
 fs=[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
 if axis=='y':vs=[(x,z,y) for x,y,z in vs]
 g.add(vs,fs,m)

def cyl(g,a,b,r,m,n=8,r2=None):
 a=Vector(a);b=Vector(b);L=(b-a).length;q=(b-a).to_track_quat('Z','Y');r2=r if r2 is None else r2
 vs=[p+q@Vector((rr*math.cos(i*math.tau/n),rr*math.sin(i*math.tau/n),0)) for p,rr in [(a,r),(b,r2)] for i in range(n)]
 fs=[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
 g.add(vs,fs,m,True)

def tube(g,points,r,m,n=8):
 for a,b in zip(points,points[1:]):cyl(g,a,b,r,m,n)

def slate(g,variant=0,center=(0,0,0),rot=None,w=.345,length=.42):
 c=[.011,.022,.015][variant%3];l=length
 poly=[(-w/2,0),(w/2,0),(w/2,l-.024),(w/2-c,l),(-w/2+.018+variant*.005,l),(-w/2,l-.01-variant*.009)]
 vs=[Vector((x,y,z)) for y in [0,.012] for x,z in poly]
 if rot:vs=[rot@v for v in vs]
 vs=[v+Vector(center) for v in vs];n=len(poly)
 fs=[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
 g.add(vs,fs,2)

# Reusable construction implementation

## Layers and contracts

`construction.py` supplies polygon validation, profile sweeps/revolution,
closed plane cuts, bounded local chips, bevel/shading, metre UV projection,
material slots and mesh reports. `build_kit.py` combines those into named
families. Browser assembly clones the exported bottom-centre masters; it does
not remesh or recreate them as boxes.

Blender source is Z-up and metres. GLB is Y-up. Reusable masters have a bottom
centre origin; assembled fragments preserve their placements. Read the manifest
for dimensions and interface assumptions before mixing families.

Profiles are implicit closed polygons: do not append a second axis closure to
a profile that already includes one. Never bisect a whole segmented assembly
to create one local joint. Build closed stones/drums with a deliberate gap;
use a bounded boolean when damage should affect only one location. A malformed
profile or nonmanifold result is a rejected candidate, not a reason to disable
validation. Crown and corner stones need explicit terminal planes.

Before a damage boolean, orient each disconnected solid outward. After it,
check retained volume, bounds away from the impact and scene-object cleanup.
A manifold sphere in place of a column is still a failed asset. Preserve
undamaged structure rather than accepting any finite closed result.

The sample uses limestone intent, but its photographic source is Poly Haven
Worn Rock Natural 01 (CC0), graded in the shader. It is not a measured limestone
scan. Preserve diffuse/normal/roughness registration and use the documented
2 metre repeat. Fine grain belongs in surface maps; fractures affect volume.

## Running

Use Blender 5.2 with `--background --factory-startup --python-exit-code 1`.
For a project directory containing the copied scripts:

```sh
blender --background --factory-startup --python-exit-code 1 --python primitive-check.py
KIT_OUT=/absolute/project/output blender --background --factory-startup --python-exit-code 1 --python build_kit.py -- ALL
blender --background --factory-startup --python-exit-code 1 --python parameter-check.py
```

Always inspect fresh output and logs: Blender otherwise may exit zero after a
Python exception. Check the consuming GLB viewer, not only Blender. Software
rendering timing is not a hardware frame-rate measurement.

## Runtime handoff

- Retain metre UVs through export, and set runtime map repeats to physical scale.
- Explicitly tagged jagged end caps need planar UVs even on steep facets;
  normal-angle thresholds alone can send cap faces through shaft mapping.
- glTF can use normalized integer vertex colors. Read normalized components
  when converting or merging geometry; raw integers can turn stone pure white.
- Merge static geometry by material only after applying instance transforms.
  Keep individual nodes where interaction/collision needs them.
- Geometry groups select materials only when the mesh uses a material array.
  A single-material extrusion may still have cap/side groups. Treating its side
  group as a missing second material silently drops all side faces during batching.
- Shadow bias is for shadow acne, not intersecting or duplicate faces.
- Test side/rear and low grazing angles, clay and materials, before and after
  lighting. Use a bounded horizontal reflection surface for water.

## Evidence and limits

The Dream Loop construction spike exercises arches, columns, walls, stairs,
coping, paving and rubble. Generic solids are independently checked for
closed topology, seam-safe UVs and invalid input rejection. Parameter probes
exercise different arch, wall and stair dimensions. These are examples and
regression cases, not certification of every future profile.

Exact chip booleans can produce very short edges; closed topology alone does
not prove a beautiful or optimized asset. Inspect silhouettes and junctions,
and simplify only where the visible result remains intact. Sealed disconnected
stones are valid solids; internal intersections and physical assembly fit need
separate inspection.

Published study: https://ohmyunicorn.com/labs/dream-loop/deepseek-construction/
2026-10-07 23:00:02
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  122G   22G  85% /

hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/memory_search started
mcp: forge/memory_search (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_check started
mcp: forge/coord_check (completed)
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '180,477p' ../breton-atom-kit-v1/build_kit.py; cat ../breton-atom-kit-v1/browser_check.py; cat /home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md; cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:

def ridge(g,center=(0,0,0),rot=None,length=.42):
 # Folded/rounded angular cap, hollow underside bears on roof planes at 44 degrees.
 pitch=math.radians(44);z=.185;y=-z*math.tan(pitch)+.03
 profile=[(-z,y),(-.10,-.041),(-.04,.033),(0,.053),(.04,.033),(.10,-.041),(z,y),(z,y-.026),(.092,-.066),(.03,.007),(0,.022),(-.03,.007),(-.092,-.066),(-z,y-.026)]
 vs=[Vector((x,yy,zz)) for x in [-length/2,length/2] for zz,yy in profile];n=len(profile)
 if rot:vs=[rot@v for v in vs]
 vs=[v+Vector(center) for v in vs]
 fs=[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
 g.add(vs,fs,7)

META={};OBJECTS=[]
def finish(g,origin,opening=None,extra=None):
 ob=g.finish();OBJECTS.append(ob);META[g.name]={'node_name':g.name,'origin_rule':origin}
 if opening:META[g.name]['opening']={'width':opening[0],'height':opening[1],'wall_thickness':.38,'bottom_center':[0,0,0]}
 if extra:META[g.name].update(extra)
 return ob
for i,s in enumerate('abc'):
 g=Mesh('slate_'+s);slate(g,i);finish(g,'Middle of top edge; top edge Z=0, down-slope +Z, underside Y=0.',extra={'size_metres':[.345,.012,.42],'course_gauge_metres':.21,'roof_placement':'Rotate X by +44 degrees on street slope; +Z runs down slope. Use .014 m normal offset per overlapping course.'})
g=Mesh('ridge_tile');ridge(g);finish(g,'Centre of ridge line; length along X.',extra={'pitch_degrees':44,'length_metres':.42,'lap_metres':.025})
for name,size in [('quoin_long',(.60,.386,.35)),('quoin_short',(.35,.386,.65))]:
 g=Mesh(name);box(g,(0,0,0),size,1,.025);finish(g,'Block centre; X along facade, Y vertical; alternate with 0.014 m bed joints.',extra={'nominal_size_metres':list(size)})

def window(g,w,h,shutters=False,offset=(0,0,0),stone=True):
 start=len(g.v)
 # Lining returns reach exactly wall interior at -0.38; frame seals the opening.
 for sign in [-1,1]:
  box(g,(sign*(w/2+.032),h/2,-.235),(.064,h,.29),1,.008)
  if stone:
   rows=3 if h>1 else 2
   for j in range(rows):box(g,(sign*(w/2+.095),(j+.5)*h/rows,.015),(.19,h/rows-.008,.23),1,.013)
 box(g,(0,h+.075,-.115),(w+.43,.15,.53),1,.014)
 # Drip sill shaped as a stepped polygon section, projecting forward with sloped top.
 sec=[(-.38,-.085),(.23,-.085),(.245,-.04),(.23,.005),(.07,.025),(-.38,.025)]
 # extrude sill section along X
 vs=[(x,y,z) for x in [-w/2-.24,w/2+.24] for z,y in sec];n=len(sec)
 fs=[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
 g.add(vs,fs,1)
 box(g,(0,-.09,.145),(w+.38,.025,.05),1,.004)
 for s in [-1,1]:box(g,(s*(w/2-.034),h/2,-.12),(.068,h,.12),4,.006)
 for y in [.035,h-.035]:box(g,(0,y,-.12),(w-.12,.07,.12),4,.006)
 box(g,(0,h/2,-.098),(.046,h-.13,.12),4,.004)
 # Separate panes leave physical space for bars; two casements, each with edge moulding.
 rows=3 if h>=1 else 2
 innerw=(w-.15)/2
 for side in [-1,1]:
  cx=side*(w/4-.009)
  for edge in [-1,1]:box(g,(cx+edge*(innerw/2-.014),h/2,-.123),(.028,h-.14,.065),4,.003)
  for j in range(rows+1):
   yy=.075+(h-.15)*j/rows;box(g,(cx,yy,-.11),(innerw,.027,.075),4,.003)
  for j in range(rows):
   yy=.075+(h-.15)*(j+.5)/rows;box(g,(cx,yy,-.157),(innerw-.028,(h-.15)/rows-.016,.012),6,0)
  # Casement catch and hinge knuckles.
  box(g,(side*.044,h*.46,-.037),(.014,.075,.014),5,.002)
  for yy in [.20,h-.20]:cyl(g,(side*(w/2-.085),yy-.022,-.061),(side*(w/2-.085),yy+.022,-.061),.012,5,6)
 if shutters:
  sw=w/2+.025
  for side in [-1,1]:
   cx=side*(w/2+.13+sw/2)
   for j in range(4):box(g,(cx+(j-1.5)*sw/4,h/2,.13),(sw/4-.004,h+.055,.055),3,.004)
   for yy in [.20,h-.20]:
    box(g,(cx,yy,.169),(sw+.02,.064,.035),3,.006)
    box(g,(cx-side*.02,yy,.195),(sw*.80,.024,.014),5,.002)
    for dx in [-sw*.28,sw*.28]:cyl(g,(cx+dx,yy,.20),(cx+dx,yy,.208),.009,5,6)
   box(g,(cx-side*(sw/2-.035),.08,.19),(.025,.095,.024),5,.003)
 if offset!=(0,0,0):g.v[start:]=[v+Vector(offset) for v in g.v[start:]]
for name,w,h,sh in [('window_ground',.95,1.30,False),('window_ground_shutters',.95,1.30,True),('window_upper',.85,1.10,False),('window_upper_shutters',.85,1.10,True),('window_small',.50,.70,False)]:
 g=Mesh(name);window(g,w,h,sh);finish(g,'Bottom centre of clear opening at outer wall plane Z=0.',(w,h))

g=Mesh('door')
for s in [-1,1]:
 box(g,(s*.535,1.05,-.235),(.07,2.10,.29),1,.008)
 for j in range(6):box(g,(s*(.5+.11),(.5+j)*.35,.022),(.22 if j%2 else .27,.339,.29),1,.017)
 box(g,(s*.471,1.05,-.11),(.058,2.10,.12),4,.006)
box(g,(0,2.20,-.075),(1.50,.20,.45),1,.018)
box(g,(0,2.325,.035),(1.63,.10,.48),1,.013)
box(g,(0,2.395,.06),(1.69,.055,.53),1,.009)
box(g,(0,2.065,-.11),(.94,.07,.12),4,.006)
box(g,(0,-.105,.29),(1.40,.21,.72),1,.024)
door=finish(g,'Bottom centre of 1.00 × 2.10 opening at outer wall plane.',(1,2.10),{'hinge_child':'door_leaf','hinge_axis':'+Y','hinge_position':[-.44,.025,-.12]})
g=Mesh('door_leaf')
# Leaf width 0.88, height 2.01; origin is left hinge line. Small light is a real opening.
for j in range(8):
 x=(j+.5)*.11
 if j in (3,4):
  box(g,(x,.59,0),(.107,1.18,.070),3,.003)
  box(g,(x,1.84,0),(.107,.34,.070),3,.003)
 else:box(g,(x,1.005,0),(.107,2.01,.07),3,.003)
for yy in [.13,1.88]:box(g,(.44,yy,-.046),(.85,.085,.035),3,.005)
box(g,(.44,1.425,.002),(.24,.50,.012),6,0)
for x in [.305,.575]:box(g,(x,1.425,.045),(.045,.535,.035),5,.004)
for yy in [1.175,1.675]:box(g,(.44,yy,.045),(.31,.035,.035),5,.003)
box(g,(.755,.91,.047),(.053,.16,.022),5,.005)
cyl(g,(.755,.93,.05),(.755,.93,.115),.017,5,8);cyl(g,(.755,.93,.115),(.66,.93,.115),.017,5,8)
for yy in [.24,1.76]:
 cyl(g,(0,yy-.055,0),(0,yy+.055,0),.021,5,8);box(g,(.13,yy,.046),(.26,.035,.02),5,.003)
leaf=g.finish();leaf.parent=door;leaf.location=(-.44,.025,-.12);OBJECTS.append(leaf)

# Dormer: front opening and roof cheeks land on main roof plane Y=-Z*tan(44°).
g=Mesh('dormer');pitch=math.radians(44);slope=math.tan(pitch);eave=1.40;half=.65;peak=eave+half*slope;back=-peak/slope
window(g,.85,1.10,False,offset=(0,.13,0))
for s in [-1,1]:
 # Triangular cheek: bottom edge lies exactly on main roof, no floating box.
 x=s*.57;poly=[(0,0),(0,eave),(-eave/slope,eave)]
 vs=[(xx,y,z) for xx in [x-.045,x+.045] for z,y in poly]
 g.add(vs,[(0,2,1),(3,4,5),(0,1,4,3),(1,2,5,4),(2,0,3,5)],0)
prism(g,[(-half,eave),(half,eave),(0,peak)],[-.08,.04],0)
# Individual gable infill stones, neatly clipped to triangular envelope.
for row in range(3):
 y=eave+.065+row*.15;width=max(.08,2*(peak-y)/slope-.10);count=max(1,round(width/.23))
 for k in range(count):box(g,(-width/2+(k+.5)*width/count,y,.056),(width/count-.009,.11,.045),0,.009)
# Two roof slabs and staggered individual slates; every back edge trimmed to intersection.
for sign in [-1,1]:
 # Side roof from eave to ridge, depth grows toward ridge as main roof rises.
 vs=[(sign*half,eave,.13),(0,peak,.13),(0,peak,back),(sign*half,eave,-eave/slope)]
 roof=[(x,y+dy,z) for dy in [-.045,0] for x,y,z in vs]
 g.add(roof,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],2)
 length=half/math.cos(pitch)
 for row in range(5):
  d=row*.185;d2=min(d+.26,length+.018)
  if d>=length:continue
  x1=sign*d*math.cos(pitch);x2=sign*d2*math.cos(pitch);y1=peak-d*math.sin(pitch);y2=peak-d2*math.sin(pitch)
  # Course axis is dormer depth; lap projects toward eave.
  for col in range(9):
   z1=.13-col*.27+(row%2)*.135;z2=z1-.262
   if z2>=.14:continue
   z1=min(z1,.14)
   rear1=-y1/slope;rear2=-y2/slope
   if z1<max(rear1,rear2):continue
   za=max(z2,rear1);zb=max(z2,rear2)
   normal=Vector((sign*math.sin(pitch),math.cos(pitch),0))
   # Each slate tilts above the next course: no coplanar overlapping faces.
   verts=[Vector(p)+normal*offset for p,offset in [((x1,y1,z1),.019),((x2,y2,z1),.019+.10*(d2-d)),((x2,y2,zb),.019+.10*(d2-d)),((x1,y1,za),.019)]]
   verts += [v+normal*.012 for v in verts]
   g.add(verts,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],2)
 tube(g,[(sign*(half+.01),eave+.025,.15),(0,peak+.025,.15)],.024,5,8)
 # Valley flashing follows the roof/roof intersection and bears on both decks.
 tube(g,[(sign*half,eave,-eave/slope),(0,peak,back)],.025,5,8)
for j in range(6):
 z=.04-j*.37
 ridge(g,(0,peak+.025,z),Matrix.Rotation(math.pi/2,3,'Y'),.39)
for y in [.19,.64]:cyl(g,(-.52,y,.27),(.52,y,.27),.016,5,8)
for j in range(9):
 x=-.49+j*.1225;cyl(g,(x,.19,.27),(x,.64,.27),.010,5,6)
 if j%2==0:
  pts=[(x+.032*math.sin(k*math.tau/12),.40+.058*math.cos(k*math.tau/12),.27) for k in range(13)];tube(g,pts,.006,5,5)
for x in [-.52,.52]:
 for y in [.19,.64]:cyl(g,(x,y,.04),(x,y,.28),.015,5,8)
finish(g,'Bottom centre of dormer front at main wall eaves: Y=0, facade Z=0.',extra={'nominal_width_metres':1.3,'main_roof_pitch_degrees':44,'main_roof_plane':'Y = -Z * tan(44 degrees)','roof_cut_polygon_XZ':[[-.65,0],[.65,0],[.65,-eave/slope],[0,back],[-.65,-eave/slope]],'roof_cut_note':'Remove underlying main-roof slates and decking inside this polygon; use included valley strips; front is at eaves.'})

# Chimney body courses, cap and two truly hollow flared terracotta pots, total 2 m.
g=Mesh('chimney_stack')
for row in range(5):
 y=(row+.5)*.292
 if row%2:
  for z in [-.173,.173]:box(g,(0,y,z),(.99,.281,.338),1,.014)
 else:
  for x in [-.247,.247]:box(g,(x,y,0),(.486,.281,.69),1,.014)
box(g,(0,.12,0),(1,.12,.70),5,.012)
box(g,(0,1.495,0),(1.10,.11,.79),1,.015);box(g,(0,1.585,0),(1.17,.07,.85),1,.012)
for x in [-.27,.27]:
 n=14;vs=[]
 for y,r in [(1.62,.134),(1.94,.105),(2.0,.115),(2.0,.078),(1.66,.087)]:
  vs.extend([(x+r*math.cos(i*math.tau/n),y,r*math.sin(i*math.tau/n)) for i in range(n)])
 fs=[]
 for ring in range(4):fs += [(ring*n+i,ring*n+(i+1)%n,(ring+1)*n+(i+1)%n,(ring+1)*n+i) for i in range(n)]
 fs.append(tuple(range(4*n,5*n)));fs.append(tuple(range(n-1,-1,-1)));g.add(vs,fs,7,True)
finish(g,'Bottom centre; nominal stack 1.00 X × 0.70 Z; pots reach Y=2.00.',extra={'nominal_body_size_metres':[1,.70],'total_height_metres':2})

# Gutter cross section and brackets, 12-step half-round, length exactly one metre.
g=Mesh('gutter_1m');n=10;profile=[]
for r,indices in [(.082,range(n+1)),(.069,range(n,-1,-1))]:
 for i in indices:
  a=math.pi+i*math.pi/n;profile.append((r*math.sin(a),.082+r*math.cos(a)))
vs=[(x,y,z) for x in [-.5,.5] for y,z in profile];q=len(profile)
fs=[tuple(range(q-1,-1,-1)),tuple(range(q,2*q))]+[(i,(i+1)%q,(i+1)%q+q,i+q) for i in range(q)];g.add(vs,fs,5)
for x in [-.32,.32]:
 tube(g,[(x,-.014,0),(x,-.090,.079),(x,-.01,.166)],.009,5,5)
finish(g,'Middle of back top edge: X=0,Y=0,Z=0; trough projects +Z.',extra={'length_metres':1,'open_ends':False,'joint_rule':'Butt sections at X endpoints; thin end webs remain internal. Brackets are included.'})
g=Mesh('downpipe_1m');cyl(g,(0,0,.082),(0,1,.082),.045,5,10)
cyl(g,(0,.47,.082),(0,.52,.082),.056,5,10);box(g,(0,.495,.022),(.085,.035,.044),5,0)
finish(g,'Bottom on wall face; pipe extends Y=0..1 and projects +Z.',extra={'length_metres':1})
for name,s in [('eaves_board_1m',(1,.14,.045)),('verge_board_1m',(1,.12,.035))]:
 g=Mesh(name);box(g,(0,-s[1]/2,s[2]/2),s,3,.005);finish(g,'Middle of top back edge; length along X. Rotate in facade plane for verge.',extra={'length_metres':1})
g=Mesh('lantern');box(g,(0,0,.025),(.10,.24,.05),5,.009)
tube(g,[(0,.065,.05),(0,.065,.29),(0,-.03,.29)],.015,5,8)
box(g,(0,-.19,.29),(.17,.27,.16),6,0)
for x in [-.095,.095]:
 for z in [.20,.38]:cyl(g,(x,-.345,z),(x,-.035,z),.010,5,6)
box(g,(0,-.355,.29),(.235,.035,.23),5,.007)
# Pyramidal rain hood, real profiled metal instead of a plain cuboid.
vs=[(-.14,-.025,.15),(.14,-.025,.15),(.14,-.025,.43),(-.14,-.025,.43),(-.045,.045,.245),(.045,.045,.245),(.045,.045,.335),(-.045,.045,.335)]
g.add(vs,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],5)
for y in [-.07,.07]:cyl(g,(0,y,.05),(0,y,.057),.012,5,6)
finish(g,'Centre of wall mounting plate on facade face Z=0.')

# Contract validation in author space; all top-level transforms identity.
bpy.context.view_layer.update();entries=[]
for ob in OBJECTS:
 if ob==leaf:continue
 children=[ob]+list(ob.children);pts=[o.matrix_local@v.co for o in children for v in o.data.vertices]
 tris=sum(len(o.data.polygons) for o in children)
 assert tris<=LIMITS[ob.name],(ob.name,tris,LIMITS[ob.name])
 for o in children:
  for p in o.data.polygons:assert p.area>1e-12,(o.name,'degenerate',p.index)
  assert all(math.isfinite(x) for v in o.data.vertices for x in v.co)
 entry=META[ob.name];entry.update({'bounding_box':{'min':[round(min(v[k] for v in pts),6) for k in range(3)],'max':[round(max(v[k] for v in pts),6) for k in range(3)]},'triangles':tris,'triangle_budget':LIMITS[ob.name],'materials':sorted(set(o.data.materials[p.material_index].name for o in children for p in o.data.polygons))})
 if ob==door:entry['children']=[{'node_name':'door_leaf','translation':list(leaf.location),'origin_rule':'Left hinge line; rotate about local Y.','triangles':len(leaf.data.polygons)}]
 entries.append(entry)
 print('ATOM',ob.name,tris,flush=True)
assert len(entries)==19
bpy.ops.object.select_all(action='DESELECT')
for o in OBJECTS:o.select_set(True)
# At this point materials contain scalar placeholders only, no texture nodes/images.
bpy.ops.export_scene.gltf(filepath=str(ROOT/'kit.glb'),export_format='GLB',use_selection=True,export_apply=True,export_yup=False,export_materials='EXPORT',export_texcoords=True,export_normals=True,export_tangents=True,export_cameras=False,export_lights=False)
data=(ROOT/'kit.glb').read_bytes();ln=struct.unpack_from('<I',data,12)[0];gltf=json.loads(data[20:20+ln]);assert not gltf.get('images') and not gltf.get('textures')
rootnodes=[gltf['nodes'][i] for i in gltf['scenes'][gltf.get('scene',0)]['nodes']]
assert set(n['name'] for n in rootnodes)==set(LIMITS)
assert all('mesh' in n and not any(k in n for k in ['translation','rotation','scale','matrix']) for n in rootnodes)
# Ninth shelf material is optional for assembler-generated wall base; no master needs it.
material_doc={'schema':'forge.material-shelf.v1','materials':shelf,'moss_lower_zone':{'material':'Granite_lime_moss_base','height_metres':.9,'uv_rule':'Use identical world-surface metre UV coordinates for both granite maps: U=facade_distance/2.25, V=height/2.25. Bind base material on generated wall faces below 0.9 m. For a soft transition, mix the two BaseColor/ORM samples with 1-smoothstep(0.65,0.9,world_height); normal and height are identical. Do not stretch UVs to fit a wall or base band.','normal_and_height_shared':True},'runtime_binding':'Bind maps by exact material name. BaseColor sRGB; Normal and ORM linear; RepeatWrapping; texture.flipY=false for glTF UVs; normalScale=(1,1), roughness=1, metalness=1 (ORM drives both). AO reads UV0. Geometry UVs already divide by tile size: do not divide or repeat again.','provenance':{'license':'CC0','source':'Poly Haven','ids':['rock_wall_09','worn_rock_natural_01','wooden_planks','metal_plate_02','slate_floor_03'],'read_only_source':str(SOURCE)}}
(ROOT/'materials.json').write_text(json.dumps(material_doc,indent=2))
kitdoc={'schema':'forge.atom-kit.v1','units':'metres','up':'+Y','facade_outward':'+Z','facade_horizontal':'+X','uv_rule':'UV0 is orthonormal surface distance in metres / material tile size. Translation preserves scale. Rotate masters as rigid units; do not rescale. For phase-continuous generated walls, use global facade coordinates.','atoms':entries,'total_triangles':sum(e['triangles'] for e in entries),'glb_bytes':len(data),'material_binding':'materials.json','images_embedded':0}
(ROOT/'kit.json').write_text(json.dumps(kitdoc,indent=2))
(ROOT/'NOTES.md').write_text('\n'.join(["19 Breton fisherman’s house atoms in kit.glb; Y up, +Z outward, metres; door_leaf is a left-hinged child.",f"{kitdoc['total_triangles']:,} triangles total; every atom within its requested ceiling; counts and bounds in kit.json.","Eight original material names plus optional Granite_lime_moss_base; external tileable PBR shelf, metric UV0; no GLB images.","PNG shelf: primary maps 1024², frames/zinc/glass/terracotta 512²; registered granite Height is 1024² 16-bit grey.","Poly Haven CC0 ids: rock_wall_09, worn_rock_natural_01, wooden_planks, metal_plate_02, slate_floor_03; reused existing downloads and bakes read-only.","House differences: requested smaller openings, modular origins/budgets, repeatable moss base replaces unique wall atlas; opaque old glass retained; no whole-house walls."])+ '\n')
(ROOT/'build_evidence.json').write_text(json.dumps({'source_sha256':PROVENANCE,'seams':seams,'glb_sha256':hashlib.sha256(data).hexdigest(),'builder_sha256':hashlib.sha256(Path(__file__).read_bytes()).hexdigest()},indent=2))

# Render the exported meshes, reimported and rebound to the EXTERNAL shelf by name.
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials):bpy.data.materials.remove(m)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'kit.glb'))
masters={o.name:o for o in bpy.context.scene.objects if o.type=='MESH' and o.parent is None}
for m in bpy.data.materials:
 if m.name not in shelf:continue
 nt=m.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED')
 for kind in ['BaseColor','Normal','ORM']:
  tex=nt.nodes.new('ShaderNodeTexImage');tex.image=bpy.data.images.load(str(ROOT/shelf[m.name]['maps'][kind]),check_existing=True);tex.image.colorspace_settings.name='sRGB' if kind=='BaseColor' else 'Non-Color';tex.extension='REPEAT'
  if kind=='BaseColor':nt.links.new(tex.outputs['Color'],bs.inputs['Base Color'])
  elif kind=='Normal':
   norm=nt.nodes.new('ShaderNodeNormalMap');nt.links.new(tex.outputs['Color'],norm.inputs['Color']);nt.links.new(norm.outputs[0],bs.inputs['Normal'])
  else:
   sep=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(tex.outputs['Color'],sep.inputs[0]);nt.links.new(sep.outputs['Green'],bs.inputs['Roughness']);nt.links.new(sep.outputs['Blue'],bs.inputs['Metallic'])
scene.world.use_nodes=True;bg=scene.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.77,.85,1);bg.inputs[1].default_value=.50
bpy.ops.object.light_add(type='SUN',location=(-4,-6,12));sun=bpy.context.object;sun.rotation_euler=(math.radians(23),math.radians(-28),math.radians(-24));sun.data.energy=2;sun.data.angle=math.radians(12)
bpy.ops.object.light_add(type='AREA',location=(0,-6,10));key=bpy.context.object;key.data.energy=1800;key.data.shape='RECTANGLE';key.data.size=20;key.data.size_y=8;key.rotation_euler=(Vector((0,0,0))-key.location).to_track_quat('-Z','Y').to_euler()
bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.012));floor=bpy.context.object;floor.name='STUDIO_floor';mat=bpy.data.materials.new('STUDIO_light_grey');mat.diffuse_color=(.58,.59,.59,1);mat.use_nodes=True;mat.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=mat.diffuse_color;mat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.82;floor.data.materials.append(mat)
bpy.ops.object.camera_add();cam=bpy.context.object;scene.camera=cam;cam.data.type='ORTHO'
scene.render.resolution_x=1920;scene.render.resolution_y=1080;scene.render.resolution_percentage=100
labels=[]
ink=bpy.data.materials.new('STUDIO_ink');ink.diffuse_color=(.025,.038,.05,1);ink.use_nodes=True;ink.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=ink.diffuse_color
def text(label,loc,size=.12):
 curve=bpy.data.curves.new(label,'FONT');curve.body=label;curve.size=size;curve.align_x='CENTER';curve.align_y='BOTTOM';curve.extrude=0
 ob=bpy.data.objects.new(label,curve);bpy.context.collection.objects.link(ob);ob.location=loc;ob.rotation_euler=(math.pi/2,0,0);ob.data.materials.append(ink);labels.append(ob);return ob

def bounds(objects):
 bpy.context.view_layer.update();pts=[o.matrix_world@Vector(c) for ob in objects for o in [ob]+list(ob.children) if o.type=='MESH' for c in o.bound_box]
 return Vector([min(p[i] for p in pts) for i in range(3)]),Vector([max(p[i] for p in pts) for i in range(3)])
def camera(target,scale,dir=(.07,-1,.48)):
 target=Vector(target);cam.location=target+Vector(dir).normalized()*50;cam.rotation_euler=(target-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=scale

def render(name):scene.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True)
# Literal single row with names: keep common scale so units are visually comparable.
x=0
for name,ob in masters.items():
 lo,hi=bounds([ob]);w=hi.x-lo.x;slot=max(w,.85)+.24;ob.location.x=x+slot/2-(lo.x+hi.x)/2;ob.location.z=-lo.z;ob.location.y=0
 text(name.replace('_','_\n'),(x+slot/2,-1.15,.02),.155)
 x+=slot
for ob in masters.values():ob.location.x-=x/2
for ob in labels:ob.location.x-=x/2
text('BRETON  /  CONSTRUCTION ATOMS',(0,.8,3.3),.40)
text('19 reusable masters  ·  shared metre-scale PBR shelf  ·  Y up / +Z street',(0,.8,2.7),.18)
camera((0,0,.9),x*1.045,(.03,-1,.52));render('kit_sheet.png')
# Useful closer contact sheets accompany the requested single row.
for ob in labels:ob.hide_render=True
for ob in masters.values():ob.hide_render=True

def close_sheet(names,filename,clay=False):
 for ob in masters.values():
  ob.hide_render=True
  for child in ob.children:child.hide_render=True
 xx=0;active=[]
 for name in names:
  ob=masters[name];ob.hide_render=False
  for child in ob.children:child.hide_render=False
  ob.location=(0,0,0);lo,hi=bounds([ob]);slot=max(hi.x-lo.x,.6)+.30
  ob.location=(xx+slot/2-(lo.x+hi.x)/2,0,-lo.z);xx+=slot;active.append(ob)
 for ob in active:ob.location.x-=xx/2
 lo,hi=bounds(active);camera((lo+hi)/2,max(xx*1.12,(hi.z-lo.z)*2.25),(.18,-1,.4))
 if clay:
  cm=bpy.data.materials.get('STUDIO_clay') or bpy.data.materials.new('STUDIO_clay');cm.diffuse_color=(.40,.40,.40,1);cm.use_nodes=True;cm.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.4,.4,.4,1);scene.view_layers[0].material_override=cm
 render(filename);scene.view_layers[0].material_override=None
close_sheet(['window_ground_shutters','window_upper','window_small','door','lantern'],'details_joinery.png')
close_sheet(['dormer','chimney_stack','ridge_tile','gutter_1m','downpipe_1m'],'details_roof.png')
close_sheet(['window_ground_shutters','door','dormer','chimney_stack'],'clay_check.png',True)
close_sheet(['window_ground','door','dormer'],'reverse_check.png')
# Rear-facing view to verify reveal depth and underside connections.
active=[masters[n] for n in ['window_ground','door','dormer']];lo,hi=bounds(active);camera((lo+hi)/2,7.8,(-.35,1,.35));render('reverse_check.png')
print('BUILD_COMPLETE',kitdoc['total_triangles'],len(data),'seconds',round(time.time()-START,2),flush=True)
import asyncio,json
from playwright.async_api import async_playwright
async def main():
 async with async_playwright() as p:
  browser=await p.chromium.launch(headless=True,args=['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader'])
  page=await browser.new_page(viewport={'width':1920,'height':1080},device_scale_factor=1)
  errors=[];page.on('pageerror',lambda e:errors.append(str(e)))
  await page.goto('http://127.0.0.1:18765/viewer/')
  await page.wait_for_function('window.__KIT_QA__?.ready',timeout=60000)
  await page.wait_for_timeout(1500)
  await page.screenshot(path='runtime_all.png')
  metrics=await page.evaluate('window.kitMetrics()')
  await page.evaluate("window.kitView('dormer')")
  await page.wait_for_timeout(500)
  await page.screenshot(path='runtime_dormer.png')
  qa=await page.evaluate('window.__KIT_QA__');qa['errors']=errors;qa['runtime_all_metrics']=metrics
  open('runtime_check.json','w').write(json.dumps(qa,indent=2));print(json.dumps(qa))
  await browser.close()
asyncio.run(main())
<!-- Ported from vercel-labs/vgpu skills/vgpu/blender/references/preflight-and-recovery.md at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.). Adapted for Forge: three.js runtime instead of vgpu/WebGPU, links rerouted. Upstream text otherwise kept so a re-sync stays diffable. -->

# Preflight and Recovery

Use this workflow for long bakes and scripted asset delivery. Keep a short manual edit lightweight; add checkpoints where repeating expensive work or confusing stale output is a real risk. These are asset execution requirements, independent of how many people or agents perform the work.

## Exercise the actual execution path first

Before an expensive run, provide and run a task-local preflight command using the same executable, working directory, dependency environment and helper paths as the intended run. Reuse existing project checks where possible. A version query or import from another directory is not an execution probe.

- Start native Blender (gex44 path and GPU gate wrapper: `SKILL.md` §2) and execute a minimal scene operation through Python. For scripted runs, use `--python-exit-code 1`; inspect logs and the expected output, not exit status alone.
- Exercise the chosen render/bake device with a tiny representative bake, then export, encode/decode and import a small fixture through the actual exporter and runtime loader. Await codec initialization. Resolve copied Node helpers from their real execution directory and module mode; a successful ESM import does not establish that a copied CommonJS helper can resolve its dependencies.
- Classify required and optional inputs before baking. Verify required files, codecs, writable output paths and capture dependencies. Missing optional metadata must have a documented fallback or be omitted deliberately, not fail final assembly after a completed bake.
- Capture and read one real target-renderer frame with the intended browser/image tools. Record the actual backend; a fallback renderer does not validate the requested backend. This probe establishes that the tools work, not final visual quality.

If a probe fails, fix or report that boundary before starting dependent expensive work. Do not keep retrying the unchanged failure. If sources may change during a run, execute an immutable snapshot including local imports; record external dependencies and verify snapshot hashes at completion.

## Keep stages independently recoverable

Give expensive stages explicit commands, inputs, outputs and validation. A task-local script may expose subcommands or separate entry points; no particular build framework is required. Do not force a bake when that asset does not need one.

| Stage | Evidence needed before its outputs can be reused |
| --- | --- |
| Prepare | Saved source/LOW checkpoint, resolved transforms and reproducible parameters |
| Validate geometry | Openings, contacts, normals and UV checks on evaluated/exported LOW; simple-material views, including relevant LODs |
| Bake | Lossless masters, actual pass settings and dependency identities, coverage and representative pixel checks |
| Export | Decodable serialized meshes, map/UV bindings and measured counts; reconcile exporter changes with prepared geometry |
| Package | Required files, decoded texture error, channels/mips and delivery manifest with hashes |
| Verify runtime | Actual target-backend captures from matched cameras, independent map toggles, measured costs and renderer errors |

For each attempt, save the exact command, input/dependency hashes, tool identities, exit outcome, output hashes, validation results and failure reason. Mark a stage complete only after its outputs pass its checks. Keep failed attempts and logs distinct from completed checkpoints. File existence or a successful process alone is not proof of completion.

On retry, start at the earliest invalid stage and revalidate dependent outputs. If packaging fails after a verified bake/export, resume packaging from those artifacts; do not regenerate the scene merely to rerun a copy step. When geometry, normals or lighting change, use the [bake dependency rules](baking-and-diagnostics.md#reuse-bakes-by-their-dependencies) to decide which passes need new identities.

## Validate a candidate before replacing delivery assets

Keep candidate assets separate from the last working delivery. Verify the candidate manifest and served build/asset identities before capture; avoid a preview that silently loads missing files from the old asset set. Promote only the validated files together with their matching manifest, retain a recoverable previous version, and smoke-check the delivered URL after replacement. Report whether the replacement is atomic; per-file writes do not make the whole asset set atomic.

Checks establish structural and runtime evidence, not aesthetic acceptance. Pair them with the matched visual review in [the critic loop](critic-loop.md) and the gates in `SKILL.md` §10.
<!-- Distilled from vercel-labs/vgpu .claude/skills/vgpu-agent-flow/references/asset-iteration.md and
.subharness/agents/asset-author.ts + asset-critic.ts at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.),
rewritten for Forge lanes (forge-agent, Astra author, a second model family as critic). -->

# Author and critic loop for a Blender asset

Use this for any authored asset that will be judged by eye: a hero prop, a character, a building, an
environment. Skip it for a mechanical re-export.

## Seats

| Seat | Who | Owns |
| --- | --- | --- |
| Author | Astra (operator law: Blender work goes to Astra) | Geometry, authored materials, UVs, bakes, Blender renders, the export |
| Runtime | The root, or one worker when the shader work is real | Loading the export in the game's actual three.js path, captures, measured costs |
| Critic | A different model family from the author, reading the real images | Findings only. Never edits the asset |

The critic must open the actual capture files. A critic that cannot read images says so and returns
BLOCKED; it never writes a visual verdict from metrics or from the author's description.

## Budget

- Default: **3 revisions, at most 2 critic passes per revision.** The brief may set another cap.
- A cap is an execution limit, not acceptance. Cap reached with open visual findings = `REVISE`
  reported as such, never a `PASS`.
- No unattended improvement loop past the cap.

## Before the first render

Write in the task folder: scope, target cameras (gameplay view, hero, rear, closest required view),
output paths, budgets (triangles, exported vertices, texture bytes and GPU memory, draw calls) and
the revision cap. Budgets are task inputs; do not copy another asset's numbers.

Run the [preflight](preflight-and-recovery.md) once: Blender starts and runs a scene operation, a
tiny bake and export round-trips through the real loader, one real runtime frame is captured.

Integrate a cheap LOW blockout in the runtime at this stage. Scale, axis, camera and material
contract problems are found before an expensive bake, not after.

## Each revision keeps

- the source revision or parameters that rebuild the previous asset;
- real hero, rear and close-up captures, same camera, light, exposure and pose every time;
- triangles, exported vertices, primitives, material count, file bytes, texture GPU memory;
- runtime draw counters, kept apart from offline estimates;
- the critic's findings, the fixes chosen, and the next measured result.

## The critic pass

The critic receives the previous AND the current captures and metrics under matched cameras (or
an explicit "first revision, no baseline"), the reference image, and the brief. It returns:

- **at most five findings**, ordered by impact, each with a stable id, the evidence path (whole
  view plus crop or image coordinates), the visible symptom, a suggested correction and a
  **measurable acceptance condition**;
- regressions against the previous revision;
- resolved / remaining / regressed status of earlier findings on a follow-up pass;
- `PASS`, `REVISE` or `BLOCKED`, with the limits of its evidence.

It compares against the reference as well as the previous revision: clean topology and progress
since last time do not make the asset match the reference. It separates the observed defect from
the suspected cause. A small whole-image difference can hide severe local damage (thin trim,
stairs, silhouette edges): it inspects crops at each delivered LOD. Design ideas are suggestions,
not new acceptance requirements.

When the cause could be the asset or the renderer, it asks for the diagnostic captures in
[runtime parity](runtime-parity-and-diagnostics.md) (maps off, AO neutral, lightmap off) rather
than guessing.

## Rules that stop false passes

- A generated concept image is never proof of a working model. Label concepts as concepts; accept
  only on real renders of the real export.
- Requested bakes need bake provenance (what was baked, from what, at what settings) and matched
  runtime captures with each contribution switched off in turn. Vertex tint and runtime shadows
  are not substitutes for a requested AO or lightmap bake.
- An atlas repair is checked on the full matched views, not only on the crop that was broken: a new
  layout can fix one edge and turn another face black.
- One writer per handoff file. A reply never gets appended to a request file another agent will
  regenerate. Superseded manifests and failed captures stay on disk.
- The author hands the root a compact result: verdict, the few decisive images, the metrics table.
  Full capture sets stay on disk; the root does not load every image.
- A user's rejection or a changed brief reopens any earlier `PASS`.

## Lessons

When a revision teaches something that will recur, write it as: evidence path, symptom, cause,
intervention, matched before/after result, scope. The root checks it and makes a narrow edit to this
skill. Reject task-specific style preferences dressed up as general rules.

codex
The reference’s key details are the bowed oak braces, carved jetty beam, diamond leadwork, thin overlapping tiles, and deep stone reveals. I’ll use the Breton kit’s metre-scale convention: Y up, +Z toward the street, named material slots, and separate hinged children.

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_claim started
mcp: forge/coord_claim (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_check started
mcp: forge/coord_check (completed)
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '110,155p' /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md; ls -la; ls ../breton-atom-kit-v1/viewer; ssh root@5.9.10.114 'ls /root/fal-author/medieval-atom-kit-v1; command -v blender; ls /root/fal-author/breton-stone-house-v1/textures'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 414ms:
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Mesh/export validation still matters: a successful process is not visual proof.

**B. gex44 exec service** (`/opt/astra-blender/blender_exec_server.py`,
loopback `:8793`, token-guarded): POST a python script, get back stdout plus
render paths, for interactive iteration without a subprocess per call. Same
headless constraint — the script is a `blender_main`-shaped body, no GUI code.

Outputs land in the app's `public/models/` (or the GameKit pack's asset dir)
as `.glb` + `.webp`. Draft render: 64 samples / 1280x720 ≈ 2 s on an M-series
GPU (source game, Apple Silicon) — **gex44/RTX 4000 Ada timing is
unmeasured; get one real number before quoting a render budget.**

## 3. Modelling: loft, recess, greeble

Three techniques, in order of impact.

**Loft cross-sections, never stack primitives.**
```python
def oct_ring(w, h, cx, cz):
    a, b = w * 0.5, h * 0.5
    return [( a, b-cz), ( a-cx,  b), (-(a-cx),  b), (-a,  b-cz),
            (-a, -(b-cz)), (-(a-cx), -b), ( a-cx, -b), ( a, -(b-cz))]

def loft(name, sections, mat):    # sections: (y, w, h, cx, cz, dz)
    bm = bmesh.new()
    rings = [[bm.verts.new((x, y, z+dz)) for (x, z) in oct_ring(w, h, cx, cz)]
             for (y, w, h, cx, cz, dz) in sections]
    for A, B in zip(rings, rings[1:]):
        for i in range(8):
            j = (i+1) % 8
            bm.faces.new((A[i], A[j], B[j], B[i]))
    bm.faces.new(list(reversed(rings[0]))); bm.faces.new(rings[-1])
```
Keep the profile **stepped, not tapered** — a parallel midbody, a shoulder, a
blunt end. Steps are what the eye measures scale against.

**Cut detail into the skin**, not glued on top:
```python
sel = [f for f in bm.faces if pick(f)]
total 7468
drwxrwxr-x  2 claude-agent claude-agent    4096 Oct  7 22:59 .
drwxrwxr-x 12 claude-agent claude-agent    4096 Oct  7 22:37 ..
-rw-rw-r--  1 claude-agent claude-agent    3473 Oct  7 22:59 PROMPT.txt
-rw-rw-r--  1 claude-agent claude-agent    3472 Oct  7 22:38 STYLE.md
-rw-rw-r--  1 claude-agent claude-agent  143136 Oct  7 23:00 astra.log
-rw-rw-r--  1 claude-agent claude-agent      36 Oct  7 22:36 nbpro.log
-rw-rw-r--  1 claude-agent claude-agent 7473058 Oct  7 22:36 sheet.png
-rw-rw-r--  1 claude-agent claude-agent      21 Oct  7 22:59 started.txt
index.html
lib
ls: cannot access '/root/fal-author/medieval-atom-kit-v1': No such file or directory
granite_wall_diff_1k.jpg
metal_plate_02_arm_1k.jpg
metal_plate_02_diff_1k.jpg
metal_plate_02_nor_gl_1k.jpg
metal_plate_diff_1k.jpg
old_sandstone_02_diff_1k.jpg
rock_wall_03_arm_1k.jpg
rock_wall_03_diff_1k.jpg
rock_wall_03_disp_1k.jpg
rock_wall_03_nor_gl_1k.jpg
rock_wall_09_arm_1k.jpg
rock_wall_09_diff_1k.jpg
rock_wall_09_disp_1k.jpg
rock_wall_09_nor_gl_1k.jpg
roof_slates_02_diff_1k.jpg
slate_floor_03_arm_1k.jpg
slate_floor_03_diff_1k.jpg
slate_floor_03_nor_gl_1k.jpg
wooden_planks_arm_1k.jpg
wooden_planks_diff_1k.jpg
wooden_planks_nor_gl_1k.jpg
worn_rock_natural_01_arm_1k.jpg
worn_rock_natural_01_diff_1k.jpg
worn_rock_natural_01_nor_gl_1k.jpg

hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_claim started
mcp: forge/coord_claim (completed)
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '98,116p' /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md; cat STYLE.md; sed -n '1,210p' ../breton-atom-kit-v1/viewer/index.html; ssh root@5.9.10.114 'ls /opt/blender*; ls /root/fal-author; ls /usr/local/bin/*gpu*'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 exited 2 in 481ms:
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

## 2. Headless setup on gex44

Blender 5.2.0 LTS, x64, RTX 4000 Ada, at
`/root/blender-spike/blender-5.2.0-linux-x64/blender`.

**A. Direct subprocess** (matches the source game's `build_*.py` pattern):
```python
BLENDER = "/root/blender-spike/blender-5.2.0-linux-x64/blender"
cmd = [BLENDER, "--background", "--factory-startup", "--python-exit-code", "1", "--python", __file__,
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Build an atom KIT for a northern European late-medieval village (Alsace / Normandy / Rhineland): half-timbered houses and
taverns. Reference: sheet.png here (look at it closely: townhouse, tavern, detail panel). Your dir:
/root/fal-author/medieval-atom-kit-v1/ (here: ~/forge-build/forge-assets/jobs/medieval-atom-kit-v1/). For the level of
detail expected, look at ~/forge-build/forge-assets/jobs/breton-atom-kit-v1/kit_sheet.png and its build_kit.py (read-only).

HOW THE ASSEMBLER BUILDS THESE HOUSES (so your atoms fit): ground storey = generated stone wall (0.5 m thick); upper storeys
= timber frame: the code GENERATES the straight members (posts, sill beams, rails, studs) as bevelled boxes in Oak_frame
on a grid aligned with the window jambs, and generates the infill panels between them in a plaster material, set back
25 mm from the timber face. You provide the parts code cannot make well:
- brace_storey: a curved oak brace for a 2.4 m storey panel, 1.2 m wide, with pegs. [400]
- brace_straight: a straight diagonal brace for a 2.4 m x 1.0 m panel. [200]
- bressummer_1m: carved jetty beam (the one under the overhanging upper storey), 1 m along X. [600]
- joist_end: a projecting joist end for the jetty (cut end grain), 0.45 m out. [80]
- jetty_bracket: curved knee bracket under a jetty corner post. [400]
- peg_cluster: 2-3 oak pegs for joints (tiny). [40]
- window_leaded: casement for a 0.70 x 1.00 clear opening in an oak frame wall (0.20 thick), leaded diamond panes,
  Oak_frame surround (the code aligns studs with its jambs), opening casement child. The SAME window on every timber
  storey. [2500]   window_leaded_stone: the same casement set in a stone ground wall (0.5 thick) with stone lintel/sill. [2500]
- window_small: 0.45 x 0.55 attic/gable window. [1200]
- door_plank: 1.0 x 2.0 oak plank door with iron strap hinges, leaf child (Door_paint), stone threshold. [3000]
- door_arched_double: tavern door 1.8 x 2.6 with a dressed stone arch surround and two plank leaves. [3500]
- window_shop: medieval shop opening 1.8 x 1.4 with a fold-down counter shutter. [2500]
- tile_a..tile_d: clay plain tiles 0.165 x 0.265, ~12 mm, slight camber, irregular edges, gauge 0.10. [30 each]
  tile_strip_a, tile_strip_b: 8 tiles in a row (1.32 m), jitter baked in. [240]   roof_underlay. ridge_tile_round (half-
  round, mortar bedding, for 50-60 deg). [150]   verge_board_1m (oak barge board). [80]   rafter_end (exposed rafter
  tail at the eaves, the code repeats it every 0.5 m). [60]   NO gutters (medieval eaves drip).
- dormer: small tiled dormer with window_small-like casement for a 55 deg roof. [6000]
- chimney_stone: tall rubble chimney 0.9 x 0.7, 2.5 m above its origin, with clay pots. [2500]
- tavern_sign: wrought-iron scroll bracket with a hanging carved board (Sign_paint). [2000]
- lantern_iron [600], well? NO. bench_wood [400], barrel [600].
- corner_stone: large dressed corner block for the stone storey (0.5 x 0.3 x 0.5). [80]

SHELF (names exact): Rubble_stone (coursed limestone rubble, Height), Rubble_stone_dark (variant), Oak_frame (weathered dark
oak, world-scale grain along X), Oak_frame_grey (silvered variant), Plaster_ochre, Plaster_white, Plaster_pink (lime
plaster infill, slight relief, Height), Clay_tile (red-brown plain tile), Clay_tile_dark (variant), Dressed_limestone,
Wrought_iron, Leaded_glass (glass with lead came look; may be transparent-ish), Door_paint, Sign_paint (neutral light
paints for tinting).
<!doctype html><html><head><meta charset="utf-8"><title>Breton atom kit</title><style>body{margin:0;background:#ddd;color:#253139;font:15px system-ui}header{position:absolute;top:24px;left:28px}h1{font-size:22px;margin:0 0 8px}select{padding:8px}canvas{display:block}</style><script type="importmap">{"imports":{"three":"./lib/three.module.js","three/addons/":"./lib/jsm/"}}</script></head><body><header><h1>Breton · reusable construction atoms</h1><p>Shared external PBR materials · metre-scale UVs</p><select id="pick"><option value="all">All atoms</option></select></header><script type="module">
import * as T from 'three';import{GLTFLoader}from'three/addons/loaders/GLTFLoader.js';import{OrbitControls}from'three/addons/controls/OrbitControls.js';
const renderer=new T.WebGLRenderer({antialias:true});renderer.setSize(innerWidth,innerHeight);renderer.setPixelRatio(devicePixelRatio);renderer.setClearColor(0xdadcdc);renderer.toneMapping=T.ACESFilmicToneMapping;document.body.append(renderer.domElement);const scene=new T.Scene(),camera=new T.PerspectiveCamera(35,innerWidth/innerHeight,.01,200),controls=new OrbitControls(camera,renderer.domElement);scene.add(new T.HemisphereLight(0xe8f2ff,0x797363,3));const sun=new T.DirectionalLight(0xfff5e4,4);sun.position.set(-5,12,9);scene.add(sun);
const shelf=await(await fetch('../materials.json')).json(),kit=await(await fetch('../kit.json')).json(),loader=new T.TextureLoader(),materials={};
for(const[name,d]of Object.entries(shelf.materials)){const maps={};for(const[k,path]of Object.entries(d.maps)){let t=await loader.loadAsync('../'+path);t.wrapS=t.wrapT=T.RepeatWrapping;t.flipY=false;t.colorSpace=k==='BaseColor'?T.SRGBColorSpace:T.NoColorSpace;maps[k]=t;}materials[name]=new T.MeshStandardMaterial({name,map:maps.BaseColor,normalMap:maps.Normal,aoMap:maps.ORM,roughnessMap:maps.ORM,metalnessMap:maps.ORM,roughness:1,metalness:1});}
const gltf=await new GLTFLoader().loadAsync('../kit.glb'),group=new T.Group();scene.add(group);const masters={};gltf.scene.children.forEach(o=>masters[o.name]=o);gltf.scene.traverse(o=>{if(o.isMesh){o.material=materials[o.material.name];if(!o.material)throw Error('Unknown material');}});
function show(name){pick.value=name;group.clear();const names=name==='all'?kit.atoms.map(a=>a.node_name):[name];names.forEach((n,i)=>{let o=masters[n].clone(true);let b=new T.Box3().setFromObject(o);o.position.x=(i%7)*2.7;o.position.y=-b.min.y;o.position.z=-Math.floor(i/7)*3.8;group.add(o);});const box=new T.Box3().setFromObject(group),c=box.getCenter(new T.Vector3()),size=box.getSize(new T.Vector3()).length();camera.position.copy(c).add(new T.Vector3(.18,.6,1).multiplyScalar(size*1.35));controls.target.copy(c);controls.update();}
kit.atoms.forEach(a=>{let o=document.createElement('option');o.value=o.textContent=a.node_name;pick.append(o);});pick.onchange=()=>show(pick.value);show('all');renderer.setAnimationLoop(()=>{controls.update();renderer.render(scene,camera);});window.__KIT_QA__={ready:true,atoms:Object.keys(masters),materialNames:Object.keys(materials),embeddedTextures:0};window.kitView=show;window.kitMetrics=()=>({...renderer.info.render,textures:renderer.info.memory.textures,geometries:renderer.info.memory.geometries});
</script></body></html>
ls: cannot access '/opt/blender*': No such file or directory
breton-atom-kit-v1
breton-stone-house-v1
harbour-rowboat-v2
harbour-trawler-real-v1
tideglass-ruin-arch-portal-v2
ls: cannot access '/usr/local/bin/*gpu*': No such file or directory

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('../breton-atom-kit-v1/build_kit.py').read_text()
start=p.index('class Mesh:');end=p.index('def slate(')
Path('geometry.py').write_text('import bpy,bmesh,math\\nfrom mathutils import Vector,Matrix\\nMATS=[]\\nTILES=[]\\n'+p[start:end])
Path('preflight.py').write_text(p[:p.index('MATS=[];shelf=')].replace(\"SOURCE=Path('/root/fal-author/breton-stone-house-v1')\",\"SOURCE=Path('/root/fal-author/breton-stone-house-v1')\"))
Path('SCOPE.md').write_text('''# Medieval atom kit\\nStarted 2026-10-08 01:00 CEST; checkpoint ceiling 04:00 CEST.\\nDeliver 30 reusable masters (requested exact names), independent articulated leaves, kit.glb, build_kit.py, kit.json, 14-material external PBR shelf, contact sheet and detail/clay/rear/runtime evidence. Reference: sheet.png. Breton builder read-only precedent.\\nY-up, +Z exterior, +X facade; opening origin bottom centre at exterior plane. Geometry in metres, GLB no axis conversion. Windows fit clear opening; surrounds are outside it. Wall backs at Z=-0.20/-0.50.\\nPer-atom ceilings from brief; roof_underlay ceiling 12 triangles. Textures 1024 primary / 512 secondary, <=64 MB PNG shelf, no embedded GLB images. Draw calls <=95 for whole kit, no frame-rate claim on software renderer.\\nCameras: overview grid, joinery close-up, roof/dormer, rear, material/clay and articulated runtime. Revision cap 3 with at most 2 critic passes each.\\n''')
PY
rsync -a geometry.py preflight.py SCOPE.md root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 710ms:
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/bin/bash -lc "ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python preflight.py -- --preflight > preflight.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "python3 - <<'PY'
import requests
for s in ['rough_plaster_03','plastered_wall_02','wood_table_worn']:
 r=requests.get('https://api.polyhaven.com/files/'+s)
 print(s,r.status_code)
 if r.ok:
  d=r.json()
  for k in ['diff','nor_gl','rough','disp']:
   if k in d:
    v=d[k].get('1k',{});print(k,[(f,t['url']) for f,t in v.items()][:2])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 330ms:
rough_plaster_03 200
nor_gl [('jpg', 'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/rough_plaster_03/rough_plaster_03_nor_gl_1k.jpg'), ('png', 'https://dl.polyhaven.org/file/ph-assets/Textures/png/1k/rough_plaster_03/rough_plaster_03_nor_gl_1k.png')]
plastered_wall_02 200
nor_gl [('jpg', 'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/plastered_wall_02/plastered_wall_02_nor_gl_1k.jpg'), ('png', 'https://dl.polyhaven.org/file/ph-assets/Textures/png/1k/plastered_wall_02/plastered_wall_02_nor_gl_1k.png')]
wood_table_worn 200
nor_gl [('jpg', 'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/wood_table_worn/wood_table_worn_nor_gl_1k.jpg'), ('png', 'https://dl.polyhaven.org/file/ph-assets/Textures/png/1k/wood_table_worn/wood_table_worn_nor_gl_1k.png')]

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/bin/bash -lc "ssh root@5.9.10.114 'tail -6 /root/fal-author/medieval-atom-kit-v1/preflight.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 442ms:

01:00:53 | INFO: Data are loaded, start creating Blender stuff
01:00:53 | INFO: Blender create Mesh node Cube.001
01:00:53 | INFO: glTF import finished in 0.00s
00:01.008  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/preflight.png'
PREFLIGHT_OK

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/bin/bash -lc "python3 - <<'PY'
import requests
for s in ['rough_plaster_03','wood_table_worn']:
 d=requests.get('https://api.polyhaven.com/files/'+s).json();print(s,list(d.keys()))
 print({k:list(v.keys())[:3] for k,v in d.items() if isinstance(v,dict)})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 173ms:
rough_plaster_03 ['Diffuse', 'nor_dx', 'nor_gl', 'blend', 'gltf', 'rough_ao', 'arm', 'AO', 'Displacement', 'Rough', 'mtlx']
{'Diffuse': ['8k', '4k', '2k'], 'nor_dx': ['8k', '4k', '2k'], 'nor_gl': ['8k', '4k', '2k'], 'blend': ['8k', '4k', '2k'], 'gltf': ['8k', '4k', '2k'], 'rough_ao': ['8k', '4k', '2k'], 'arm': ['8k', '4k', '2k'], 'AO': ['8k', '4k', '2k'], 'Displacement': ['8k', '4k', '2k'], 'Rough': ['8k', '4k', '2k'], 'mtlx': ['8k', '4k', '2k']}
wood_table_worn ['Diffuse', 'nor_dx', 'nor_gl', 'blend', 'gltf', 'arm', 'Rough', 'AO', 'Displacement', 'mtlx']
{'Diffuse': ['8k', '4k', '2k'], 'nor_dx': ['8k', '4k', '2k'], 'nor_gl': ['8k', '4k', '2k'], 'blend': ['8k', '4k', '2k'], 'gltf': ['8k', '4k', '2k'], 'arm': ['8k', '4k', '2k'], 'Rough': ['8k', '4k', '2k'], 'AO': ['8k', '4k', '2k'], 'Displacement': ['8k', '4k', '2k'], 'mtlx': ['8k', '4k', '2k']}

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/bin/bash -lc 'rsync -a root@5.9.10.114:/root/fal-author/breton-stone-house-v1/textures/wooden_planks_diff_1k.jpg .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "python3 - <<'PY'
import requests,pathlib
p=pathlib.Path('sources');p.mkdir(exist_ok=True)
s='rough_plaster_03';d=requests.get('https://api.polyhaven.com/files/'+s).json()
for k in ['Diffuse','nor_gl','arm','Displacement']:
 v=d[k]['1k'];v=v.get('png',v.get('jpg'));u=v['url'];out=p/u.split('/')[-1];out.write_bytes(requests.get(u).content);print(out)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 7041ms:
sources/rough_plaster_03_diff_1k.png
sources/rough_plaster_03_nor_gl_1k.png
sources/rough_plaster_03_arm_1k.png
sources/rough_plaster_03_disp_1k.png

codex
The Blender render/export/import preflight passed. I’m building the shared shelf from registered CC0 scans, with limestone height and plaster relief maps. The oak maps will use grain from a single board so each beam doesn’t look like several planks pasted together.

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('../breton-atom-kit-v1/build_kit.py').read_text();a=p.index('PROVENANCE={}');b=p.index(\"if '--preflight'\")
Path('shelf.py').write_text('import bpy, numpy as np, math, hashlib, struct, json\\nfrom pathlib import Path\\nROOT=Path(__file__).resolve().parent\\nSOURCE=ROOT/\"sources\"\\n'+p[a:b])
PY
cat >> shelf.py <<'PY'
NAMES=['Rubble_stone','Rubble_stone_dark','Oak_frame','Oak_frame_grey','Plaster_ochre','Plaster_white','Plaster_pink','Clay_tile','Clay_tile_dark','Dressed_limestone','Wrought_iron','Leaded_glass','Door_paint','Sign_paint']
TILES=[2.25,2.25,1,1,1.5,1.5,1.5,.65,.65,1.6,1,1,1,1]
def build():
 mats=[];shelf={}
 for i,name in enumerate(NAMES):
  n=1024 if i<10 else 512
  if i<2:src='rock_wall_09'
  elif i in (2,3,12,13):src='wooden_planks'
  elif i in (4,5,6):src='rough_plaster_03'
  elif i==10:src='metal_plate_02'
  else:src='worn_rock_natural_01'
  maps={}
  for kind,suffix in [('BaseColor','diff'),('Normal','nor_gl'),('ORM','arm')]:
   path=next(SOURCE.glob(f'{src}_{suffix}_1k.*'))
   a=read_image(path,n,kind=='BaseColor')
   if i in (2,3,12,13):
    # Scan pixels in Blender are bottom-up: crop inside one uninterrupted plank.
    raw=read_image(path,1024,kind=='BaseColor');crop=raw[758:798,20:495]
    yy=(np.arange(n)*crop.shape[0]/n).astype(int);xx=(np.arange(n)*crop.shape[1]/n).astype(int)
    a=crop[yy[:,None],xx[None,:]].copy()
   lum=a.mean(axis=2)
   if kind=='BaseColor':
    if i<2:a=(lum[:,:,None]*.9+.12)*np.array([1.03,1.0,.89]);a*=.74 if i==1 else 1
    elif i in (2,3):a=(lum[:,:,None]*.80+.025)*np.array([.78,.68,.56] if i==2 else [1.03,1.01,.95])
    elif i in (4,5,6):
     tint=[[.72,.51,.27],[.79,.76,.67],[.70,.48,.41]][i-4];a=(.85+.3*(lum-lum.mean()))[:,:,None]*np.array(tint)
    elif i in (7,8):a=(.56+.9*(lum-lum.mean()))[:,:,None]*np.array([.80,.42,.25]);a*=.76 if i==8 else 1
    elif i==9:a=(.7+.65*(lum-lum.mean()))[:,:,None]*np.array([.94,.9,.80])
    elif i==10:a=(.13+.28*lum)[:,:,None]*np.array([.68,.71,.72])
    elif i==11:a=(.24+.08*(lum-lum.mean()))[:,:,None]*np.array([.7,.88,1.0])
    else:a=(.70+.45*(lum-lum.mean()))[:,:,None]*np.array([1.0,.96,.87])
   elif kind=='Normal':
    v=a*2-1;v[:,:,:2]*=.3 if i in (4,5,6,11,12,13) else .65
    a=(v/np.maximum(np.linalg.norm(v,axis=2,keepdims=True),1e-8)+1)/2
   else:
    a[:,:,0]=.78+.22*a[:,:,0];a[:,:,1]=(.72+.23*a[:,:,1]) if i"'!=11 else .23;a[:,:,2]=.82 if i==10 else 0
   a=periodic(np.clip(a,0,1))
   if kind=='"'Normal':v=a*2-1;a=(v/np.maximum(np.linalg.norm(v,axis=2,keepdims=True),1e-8)+1)/2
   maps[kind]=a;save_image(ROOT/'materials'/name/f'{kind}.png',a,kind=='BaseColor')
  m=bpy.data.materials.new(name);m.use_nodes=True;bs=m.node_tree.nodes.get('Principled BSDF')
  avg=maps['BaseColor'].mean(axis=(0,1));m.diffuse_color=(*map(float,avg),1);bs.inputs['Base Color'].default_value=m.diffuse_color;bs.inputs['Roughness'].default_value=float(maps['ORM'][:,:,1].mean());bs.inputs['Metallic'].default_value=float(maps['ORM'][:,:,2].mean());mats.append(m)
  entry={'tile_size_metres':TILES[i],'maps':{k:f'materials/{name}/{k}.png' for k in maps},'resolution':n,'wrap':'REPEAT','normal_convention':'OpenGL +Y','ORM_channels':{'R':'occlusion','G':'roughness','B':'metallic'}}
  if i in (2,3,12,13):entry.update({'grain_axis':'+X / texture U','physical_repeat_metres':[1.0,.10],'uv_note':'Geometry maps longitudinal distance to U/1m and cross-grain distance to V/0.10m. Generated beams must choose their local longitudinal axis, not stretch a whole texture per box.'})
  if i in (0,1,4,5,6):
   hp=next(SOURCE.glob(f'{src}_disp_1k.*'));h=read_image(hp,n)[:,:,0];h=periodic(np.repeat(h[:,:,None],3,axis=2))[:,:,0];h=(h-h.min())/max(float(h.max()-h.min()),1e-8)
   save_image(ROOT/'materials'/name/'Height.png',h,grey=True)
   entry.update({'height_map':f'materials/{name}/Height.png','height_encoding':'16-bit grayscale linear','displacement_scale_metres':.065 if i<2 else .0025,'displacement_bias_metres':0,'height_repeat_metres':TILES[i]})
  shelf[name]=entry
 (ROOT/'materials.json').write_text(json.dumps({'schema':'forge.material-shelf.v1','materials':shelf,'runtime_binding':'Exact-name replacement; external images. BaseColor sRGB; Normal/ORM linear. glTF flipY=false; RepeatWrapping; UV0 already contains physical repeat. Set roughness=metalness=1 so ORM controls them. Heights are for generated wall/plaster displacement; do not displace window surrounds.','provenance':{'license':'CC0','provider':'Poly Haven','ids':['rock_wall_09','wooden_planks','rough_plaster_03','worn_rock_natural_01','metal_plate_02'],'note':'Registered scan sets graded and made periodic; oak cropped within a plank; glass is an opaque tinted surrogate. No AI texture generation.'}},indent=2))
 (ROOT/'texture_evidence.json').write_text(json.dumps({'source_sha256':PROVENANCE,'seams':seams},indent=2))
 return mats,shelf
PY
ssh root@5.9.10.114 'mkdir -p /root/fal-author/medieval-atom-kit-v1/sources && cp /root/fal-author/breton-stone-house-v1/textures/rock_wall_09* /root/fal-author/breton-stone-house-v1/textures/wooden_planks* /root/fal-author/breton-stone-house-v1/textures/worn_rock_natural_01* /root/fal-author/breton-stone-house-v1/textures/metal_plate_02* /root/fal-author/medieval-atom-kit-v1/sources/'
rsync -a sources/ root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/sources/" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 1958ms:
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('geometry.py');s=p.read_text();s=s.replace(\"self.uv.append([(p.dot(u)/TILES[mat],p.dot(v)/TILES[mat]) for p in [vs[j] for j in face]])\", \"\"\"if mat in (2,3,12,13):
    grain=getattr(self,'grain',Vector((1,0,0)));projected=grain-normal*grain.dot(normal)
    if projected.length>.1:u=projected.normalized();v=normal.cross(u).normalized()
    self.uv.append([(p.dot(u),p.dot(v)/.10) for p in [vs[j] for j in face]])
   else:self.uv.append([(p.dot(u)/TILES[mat],p.dot(v)/TILES[mat]) for p in [vs[j] for j in face]])\"\"\");p.write_text(s)
PY
cat > build_kit.py <<'PY'
\"\"\"Deterministic late-medieval atom kit. Blender 5.2, Y-up authored / export_yup=False.
Run: blender -b --factory-startup --python-exit-code 1 --python build_kit.py
Sources: sources/ CC0 registered scans. See materials.json. -- --geometry-only skips renders.
\"\"\"
import bpy,bmesh,math,json,sys,time,hashlib,struct,random
from pathlib import Path
from mathutils import Vector,Matrix
ROOT=Path(__file__).resolve().parent;sys.path.insert(0,str(ROOT));START=time.time()
import geometry as G
from geometry import Mesh,box,prism,cyl,tube
import shelf
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials):bpy.data.materials.remove(m)
G.MATS,SHELF=shelf.build();G.TILES=shelf.TILES
OAK=2;GREY=3;STONE=9;IRON=10;GLASS=11;CLAY=7
LIMITS={'brace_storey':400,'brace_straight':200,'bressummer_1m':600,'joist_end':80,'jetty_bracket':400,'peg_cluster':40,'window_leaded':2500,'window_leaded_stone':2500,'window_small':1200,'door_plank':3000,'door_arched_double':3500,'window_shop':2500,**{f'tile_{s}':30 for s in 'abcd'},'tile_strip_a':240,'tile_strip_b':240,'roof_underlay':12,'ridge_tile_round':150,'verge_board_1m':80,'rafter_end':60,'dormer':6000,'chimney_stone':2500,'tavern_sign':2000,'lantern_iron':600,'bench_wood':400,'barrel':600,'corner_stone':80}
META={};OBJECTS=[]
def finish(g,origin,opening=None,extra=None,parent=None,loc=(0,0,0)):
 ob=g.finish();ob.parent=parent;ob.location=loc;OBJECTS.append(ob)
 if parent:return ob
 META[g.name]={'node_name':g.name,'origin_rule':origin}
 if opening:META[g.name]['opening']={'width':opening[0],'height':opening[1],'wall_thickness':opening[2],'bottom_center':[0,0,0]}
 if extra:META[g.name].update(extra)
 return ob

def beam(g,a,b,w,d,m=OAK,bevel=.008):
 a=Vector(a);b=Vector(b);v=b-a;g.grain=v.normalized()
 box(g,(a+b)/2,(w,d,v.length),m,bevel,v.to_track_quat('Z','Y').to_matrix());g.grain=Vector((1,0,0))

def ribbon(g,points,width,depth,m=OAK,n=8):
 # Rectangular chamfered sweep in facade XY, closed end caps, shared rings.
 pts=[Vector(p) for p in points];vs=[]
 for j,p in enumerate(pts):
  t=(pts[min(j+1,len(pts)-1)]-pts[max(j-1,0)]).normalized();side=Vector((-t.y,t.x,0));z=Vector((0,0,1));w=width/2;d=depth/2;b=min(.008,w*.25)
  for u,v in [(-w+b,-d),(w-b,-d),(w,-d+b),(w,d-b),(w-b,d),(-w+b,d),(-w,d-b),(-w,-d+b)]:vs.append(p+side*u+z*v)
 fs=[tuple(range(n-1,-1,-1)),tuple(range((len(pts)-1)*n,len(pts)*n))]
 for j in range(len(pts)-1):
  for k in range(n):fs.append((j*n+k,j*n+(k+1)%n,(j+1)*n+(k+1)%n,(j+1)*n+k))
 g.grain=(pts[-1]-pts[0]).normalized();g.add(vs,fs,m);g.grain=Vector((1,0,0))

def sweep(g,pts,r,m=IRON,n=5):
 pts=[Vector(p) for p in pts];vs=[]
 for j,p in enumerate(pts):
  t=pts[min(j+1,len(pts)-1)]-pts[max(j-1,0)];q=t.to_track_quat('Z','Y')
  vs += [p+q@Vector((r*math.cos(k*math.tau/n),r*math.sin(k*math.tau/n),0)) for k in range(n)]
 fs=[tuple(range(n-1,-1,-1)),tuple(range((len(pts)-1)*n,len(pts)*n))]
 fs += [(j*n+k,j*n+(k+1)%n,(j+1)*n+(k+1)%n,(j+1)*n+k) for j in range(len(pts)-1) for k in range(n)]
 g.add(vs,fs,m,True)

def peg(g,x,y,z=.007,r=.018,n=6):cyl(g,(x,y,z-.015),(x,y,z+.013),r,OAK,n)
def ring(g,c,r,small=.009,m=IRON,n=12,axis='z'):
 pts=[(c[0]+r*math.cos(i*math.tau/n),c[1]+r*math.sin(i*math.tau/n),c[2]) for i in range(n+1)]
 if axis=='x':pts=[(c[0],c[1]+r*math.sin(i*math.tau/n),c[2]+r*math.cos(i*math.tau/n)) for i in range(n+1)]
 sweep(g,pts,small,m,4)
# Brace endpoints occupy the stated panel, face flush Z=0; plaster face Z=-.025.
for name,w,curved in [('brace_storey',1.2,True),('brace_straight',1.0,False)]:
 g=Mesh(name);pts=[]
 for j in range(13 if curved else 2):
  t=j/(12 if curved else 1);pts.append((-.5*w+.07+(w-.14)*t+(.16*math.sin(math.pi*t) if curved else 0),.07+2.26*t,-.082))
 ribbon(g,pts,.14,.164)
 for p in [pts[0],pts[-1]]:peg(g,p[0],p[1],.002,.016)
 finish(g,'Panel bottom centre. Timber face Z=0; mirror X for opposite hand.',extra={'panel_metres':[w,2.4],'attachment_centres':[list(pts[0]),list(pts[-1])],'infill_front_z':-.025})
g=Mesh('peg_cluster')
for x,y in [(-.034,-.028),(.034,.028)]:peg(g,x,y,0,.015,5)
finish(g,'Joint centre at timber face. Two tapered-looking octagonal end pegs; axis Z.')
# Carved low-relief vine on continuous beam with moulded top and bottom beads.
g=Mesh('bressummer_1m');box(g,(0,-.13,-.09),(1,.26,.18),OAK,.008)
for y in [-.023,-.237]:box(g,(0,y,.004),(1,.022,.024),OAK,.004)
for off in [-.32,0,.32]:
 pts=[(off-.15+.30*k/12,-.13+.050*math.sin(k*math.tau/12),.007) for k in range(13)];sweep(g,pts,.010,OAK,4)
 for sign in [-1,1]:
  x=off+sign*.07;poly=[(x,-.12),(x+sign*.045,-.065),(x+sign*.060,-.067),(x+sign*.052,-.104)]
  prism(g,poly,[.007,.020],OAK)
finish(g,'Top back/front reference: X endpoints ±0.5, Y=0 top, Z=0 timber face.',extra={'length_metres':1,'butt_join':'Repeat every 1.0 X; carving ends inside segment.'})
g=Mesh('joist_end');poly=[(-.085,0),(.085,0),(.085,-.16),(.052,-.19),(-.052,-.19),(-.085,-.16)];prism(g,poly,[0,.45],OAK)
# Three concentric cut-end growth lines, geometry-carried and budgeted.
for rad in [.022,.043,.064]:
 vs=[]
 for r in [rad,rad+.0015]:vs += [(r*math.cos(k*math.tau/8),-.088+r*math.sin(k*math.tau/8),.4503) for k in range(8)]
 g.add(vs,[(k,(k+1)%8,(k+1)%8+8,k+8) for k in range(8)],GREY)
finish(g,'Back top centre at wall; projects Z=0..0.45.',extra={'projection_metres':.45,'end_grain':'Three growth rings at projecting cut face.'})
g=Mesh('jetty_bracket')
# Shaped knee lies in YZ, flush bearing beneath jetty.
poly=[(0,0),(.47,0),(.46,-.13),(.37,-.15),(.27,-.24),(.18,-.40),(.12,-.65),(0,-.68)]
vs=[(x,y,z) for x in [-.085,.085] for z,y in poly];n=len(poly);g.add(vs,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(j,(j+1)%n,(j+1)%n+n,j+n) for j in range(n)],OAK)
# Curved underside bead adds a hand-cut profile.
for x in [-.079,.079]:sweep(g,[(x,-.61,.105),(x,-.41,.165),(x,-.25,.255),(x,-.15,.375)],.016,OAK,5)
for y,z in [(-.10,.35),(-.53,.05)]:cyl(g,(-.091,y,z),(.091,y,z),.019,OAK,6)
finish(g,'Top at jetty underside Y=0; back plane Z=0; projects +Z 0.47; drops 0.68.')

# Casements: surround outside a true clear opening; moving leaves have hinge pivots.
def casement(g,w,h,offset=(0,0,0)):
 start=len(g.v);st=.025
 for x in [st/2,w-st/2]:beam(g,(x,0,0),(x,h,0),st,.047)
 for y in [st/2,h-st/2]:box(g,(w/2,y,0),(w-2*st,st,.047),OAK,.003)
 box(g,(w/2,h/2,-.015),(w-2*st,h-2*st,.007),GLASS,0)
 # Diamond lead came: clipped lines on both diagonals, no overrun through frame.
 lo=st;hi=w-st;bottom=st;top=h-st
 for slope in [-1.65,1.65]:
  intercept=bottom-abs(slope)*w
  while intercept<top+abs(slope)*w:
   candidates=[]
   for x in [lo,hi]:
    y=slope*x+intercept
    if bottom-1e-8<=y<=top+1e-8:candidates.append((x,y,.001))
   for y in [bottom,top]:
    x=(y-intercept)/slope
    if lo+1e-8<x<hi-1e-8:candidates.append((x,y,.001))
   if len(candidates)==2 and (Vector(candidates[1])-Vector(candidates[0])).length>.001:cyl(g,candidates[0],candidates[1],.0038,IRON,4)
   intercept+=.22 if h>.6 else .18
 for yy in [.10,h-.10]:cyl(g,(0,yy-.021,.008),(0,yy+.021,.008),.011,IRON,6)
 box(g,(w-.040,h*.46,.033),(.014,.07,.013),IRON,.002)
 if offset"'!=(0,0,0):g.v[start:]=[v+Vector(offset) for v in g.v[start:]]

def window(name,w,h,stone=False):
 g=Mesh(name);thick=.50 if stone else .20;sur=.09
 for s in [-1,1]:beam(g,(s*(w/2+sur/2),0,-thick/2),(s*(w/2+sur/2),h,-thick/2),sur,thick,OAK)
 for y in [-.045,h+.045]:box(g,(0,y,-thick/2),(w+.18,.09,thick),OAK,.006)
 if stone:
  for s in [-1,1]:
   for j in range(3):box(g,(s*(w/2+.14),(j+.5)*h/3,-.23),(.10,h/3-.006,.54),STONE,.009)
  box(g,(0,h+.13,-.18),(w+.42,.17,.64),STONE,.012)
  sec=[(-.5,-.115),(.18,-.115),(.20,-.035),(.13,.012),(-.5,-.008)]
  vs=[(x,y,z) for x in [-w/2-.20,w/2+.20] for z,y in sec];n=len(sec);g.add(vs,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(j,(j+1)%n,(j+1)%n+n,j+n) for j in range(n)],STONE)
 else:box(g,(0,-.057,.027),(w+.24,.075,.17),OAK,.008)
 parent=finish(g,'"'Bottom centre of clear opening, exterior wall plane Z=0.',(w,h,thick),{'hinge_axis':'+Y','clear_opening_note':'Outer surround extends outside opening. Generated studs align with outer jamb edges; do not add a second surround.'})
 # Two equal leaves for normal window, single attic leaf.
 count=2 if w>.5 else 1
 for j in range(count):
  cw=w/count-.004;leaf=Mesh(name+('_casement_left' if j==0 else '_casement_right'));casement(leaf,cw,h-.008)
  ob=finish(leaf,'',parent=parent,loc=(-w/2+.002+j*w/count,.004,-.047));ob['hinge_axis']='Y';ob['open_degrees']=-55 if j==0 else 55
  # Right leaf pivot at right jamb; mirror source positions around hinge.
  if j==1:
   for v in ob.data.vertices:v.co.x=-v.co.x
   ob.location.x=w/2-.002
   bm=bmesh.new();bm.from_mesh(ob.data);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(ob.data);bm.free()
 return parent
window('window_leaded',.7,1)
window('window_leaded_stone',.7,1,True)
window('window_small',.45,.55)

# Door hardware and closed slab leaves with deliberate plank seams.
def straps(g,width,height,side=1):
 for y in [.28,height-.30]:
  x=side*width*.42;poly=[(side*.015,y-.024),(side*(width*.78),y-.019),(side*(width*.85),y),(side*(width*.78),y+.019),(side*.015,y+.024)]
  prism(g,poly,[.045,.058],IRON)
  cyl(g,(0,y-.055,0),(0,y+.055,0),.024,IRON,8)
  for xx in [.12,width*.38,width*.65]:cyl(g,(side*xx,y,.058),(side*xx,y,.065),.007,IRON,6)
 x=side*(width-.16);box(g,(x,.96,.050),(.055,.13,.018),IRON,.005);ring(g,(x,.94,.084),.043,.008,IRON,12)

g=Mesh('door_plank')
for s in [-1,1]:beam(g,(s*.555,0,-.10),(s*.555,2.0,-.10),.11,.20)
box(g,(0,2.075,-.10),(1.30,.15,.25),OAK,.012);box(g,(0,-.055,-.12),(1.26,.11,.72),STONE,.016)
parent=finish(g,'Bottom centre of 1.0 × 2.0 clear opening, exterior Z=0.',(1,2,.5))
g=Mesh('door_plank_leaf');g.grain=Vector((0,1,0))
for j in range(8):box(g,((j+.5)*.1235,.994,0),(.121,1.988,.074),12,.003)
for y in [.20,1.0,1.80]:box(g,(.494,y,-.051),(.97,.10,.032),OAK,.004)
straps(g,.988,1.988);finish(g,'',parent=parent,loc=(-.494,.006,-.055))
META['door_plank']['hinge_axis']='+Y'

g=Mesh('door_arched_double');spring=1.70;r=.90
for s in [-1,1]:
 for j in range(6):box(g,(s*1.025,(j+.5)*spring/6,-.20),(.25,spring/6-.009,.61),STONE,.016)
# Wedge voussoirs with radial joint planes; exact crown closure without duplicate keystone.
for j in range(13):
 a=j*math.pi/13+.005;b=(j+1)*math.pi/13-.005
 poly=[(rr*math.cos(t),spring+rr*math.sin(t)) for rr,t in [(r,a),(r,b),(1.16,b),(1.16,a)]];prism(g,poly,[-.5,.12],STONE)
box(g,(0,-.052,-.13),(2.30,.104,.77),STONE,.016)
parent=finish(g,'Bottom centre of 1.8 wide arch; spring Y=1.70, crown Y=2.60.',(1.8,2.6,.5),{'spring_height':1.7,'arch_radius':.9,'hinge_axis':'+Y'})
for side,label in [(-1,'left'),(1,'right')]:
 g=Mesh('door_arched_double_'+label);g.grain=Vector((0,1,0));hinge=side*.895
 for j in range(7):
  x1=-.89+j*.127+(0 if side<0 else .89);x2=x1+.124
  # Leaf left world interval [-.89,0], right [0,.89].
  ys=[spring+math.sqrt(max(0,.892**2-x*x))-.009 for x in [x1,x2]]
  prism(g,[(x1-hinge,.008),(x2-hinge,.008),(x2-hinge,ys[1]),(x1-hinge,ys[0])],[-.037,.037],12)
 straps(g,.89,2.15,-side)
 for y in [.22,1.05,1.63]:box(g,(-side*.445,y,-.052),(.85,.105,.03),OAK,.005)
 finish(g,'',parent=parent,loc=(hinge,0,-.061))

# Shop: deep lintel/side return, fixed transom lattice, broad fold-down counter leaf.
g=Mesh('window_shop');w=1.8;h=1.4
for s in [-1,1]:beam(g,(s*.955,0,-.10),(s*.955,h,-.10),.11,.20)
for y in [-.06,h+.065]:box(g,(0,y,-.09),(2.04,.12,.27),OAK,.008)
box(g,(0,1.08,-.08),(1.8,.07,.12),OAK,.005)
for x in [-.72,-.48,-.24,0,.24,.48,.72]:beam(g,(x,1.10,-.08),(x,1.38,-.08),.018,.025,OAK,.002)
parent=finish(g,'Bottom centre of 1.8 × 1.4 opening; counter pivot at sill.',(1.8,1.4,.2),{'shutter_open_rotation_x_degrees':90,'hinge_axis':'+X','shutter_note':'Rotate child +90° X from closed vertical to horizontal outward counter.'})
g=Mesh('window_shop_counter');g.grain=Vector((0,1,0))
for j in range(12):box(g,(-.825+j*.15,.51,0),(.146,1.02,.055),OAK,.003)
for y in [.15,.85]:box(g,(0,y,.039),(1.77,.07,.022),OAK,.004)
for x in [-.69,.69]:box(g,(x,.10,-.039),(.04,.20,.026),IRON,.004);cyl(g,(x-.035,0,0),(x+.035,0,0),.023,IRON,6)
finish(g,'',parent=parent,loc=(0,.008,.038))

# Thin plain tiles: 3 cambers, 24 triangles, irregular corners within exact nominal envelope.
def tile(g,variant=0,c=(0,0,0),rot=None):
 rng=random.Random(variant+193);w=.165;length=.265;vs=[]
 for layer in [0,.012]:
  for j,z in enumerate([0,.1325,.265]):
   camber=.0035*math.sin(j*math.pi/2)
   for side in [-1,1]:
    x=side*(w/2-(rng.random()*.002 if j==1 else 0));vs.append(Vector((x,layer+camber+.06*z,z)))
 fs=[(0,2,3,1),(2,4,5,3),(6,7,9,8),(8,9,11,10),(0,1,7,6),(4,10,11,5),(0,6,8,2),(2,8,10,4),(1,3,9,7),(3,5,11,9)]
 if rot:vs=[rot@p for p in vs]
 g.add([p+Vector(c) for p in vs],fs,CLAY if variant%4"'!=3 else 8)
for j,s in enumerate('"'abcd'):
 g=Mesh('tile_'+s);tile(g,j);finish(g,'Centre of head/top edge, underside at Y=0; X width, +Z downslope.',extra={'size_metres':[.165,.012,.265],'course_gauge_metres':.10,'installation':'Rotate X by +roof pitch. Nominal thickness 12 mm; camber 3.5 mm; built-in lap tilt 0.06 m/m keeps courses separated. Lay heads every .10 m downslope on common plane.'})
for variant,s in enumerate('ab'):
 g=Mesh('tile_strip_'+s)
 for j in range(8):tile(g,j+variant*11,((j-3.5)*.165,.0006*((j+variant)%3),0))
 finish(g,'Row midpoint at tile heads; nominal X span 1.32 m.',extra={'tiles':8,'row_width_metres':1.32,'gauge_metres':.10,'jitter':'Camber, internal edge offsets and sub-mm rise baked; outer span remains 1.32.'})
g=Mesh('roof_underlay');box(g,(0,-.0125,.5),(1,.025,1),8,0);finish(g,'Head centre, top face Y=0, X ±0.5, Z=0..1.',extra={'size_metres':[1,.025,1],'note':'Hidden dark deck; scale in X/Z to roof envelope, offset beneath tile undersides.'})
def ridge(g,c=(0,0,0),rot=None,length=.30):
 n=10;profile=[]
 for rad,seq in [(.115,range(n+1)),(.101,range(n,-1,-1))]:
  for j in seq:
   a=j*math.pi/n;profile.append((rad*math.cos(a),rad*math.sin(a)))
 vs=[Vector((x,y,z)) for x in [-length/2,length/2] for z,y in profile];count=len(profile)
 fs=[tuple(range(count-1,-1,-1)),tuple(range(count,2*count))]+[(j,(j+1)%count,(j+1)%count+count,j+count) for j in range(count)]
 if rot:vs=[rot@v for v in vs]
 g.add([v+Vector(c) for v in vs],fs,CLAY)
 # Mortar bed, two triangular shoulders matching nominal 55-degree slopes.
 for s in [-1,1]:
  pp=[(s*.07,-.010),(s*.13,-.096),(s*.13,-.071),(s*.105,.008)]
  vv=[Vector((x,y,z)) for x in [-length/2,length/2] for z,y in pp]
  if rot:vv=[rot@v for v in vv]
  g.add([v+Vector(c) for v in vv],[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],STONE)
g=Mesh('ridge_tile_round');ridge(g);finish(g,'Centre along ridge X; bedding shoulders below Y=0.',extra={'length_metres':.30,'pitch_range_degrees':[50,60],'nominal_pitch_degrees':55,'spacing_metres':.285})
g=Mesh('verge_board_1m');box(g,(0,-.065,-.023),(1,.13,.046),OAK,.006);finish(g,'Top face Y=0, exterior Z=0, X endpoints ±0.5.')
g=Mesh('rafter_end');poly=[(0,0),(.43,-.13),(.46,-.19),(.39,-.235),(-.03,-.12)]
vs=[(x,y,z) for x in [-.052,.052] for z,y in poly];n=len(poly);g.add(vs,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(j,(j+1)%n,(j+1)%n+n,j+n) for j in range(n)],OAK)
finish(g,'Back top at eaves; pre-cut 17-degree tail, extends +Z; repeat 0.5 m along X.')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
codex
The joinery and opening atoms are authored, including hinged casements, door leaves, and the shop counter shutter. Next are the roof pieces and props. I’m recording wall depths, hinge axes, tile gauge, and the dormer roof cutout in the manifest so the assembler can place them consistently.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "cat >> build_kit.py <<'PY'
# Dormer with cheeks and roof tails clipped to the shared 55-degree main-roof plane.
g=Mesh('dormer');pitch=math.radians(55);slope=math.tan(pitch);half=.48;eave=.86;peak=eave+half*slope;back=-peak/slope
# Framed front opening consistent with window_small.
for s in [-1,1]:beam(g,(s*.27,.12,-.045),(s*.27,.76,-.045),.09,.14)
for y in [.09,.755]:box(g,(0,y,-.04),(.62,.07,.15),OAK,.006)
casement(g,.446,.546,(-.223,.134,-.055))
# Apron + gable infill sits back 25mm; construction beams stand proud.
box(g,(0,.045,-.10),(.86,.09,.15),4,.004)
prism(g,[(-half,eave),(half,eave),(0,peak)],[-.13,-.025],5)
for s in [-1,1]:
 beam(g,(s*half,eave,.015),(0,peak,.015),.075,.095)
 # Cheek front lower edge meets plane at origin, rear rises with main roof.
 poly=[(0,0),(0,eave),(-eave/slope,eave)];vs=[(x,y,z) for x in [s*.415-.037,s*.415+.037] for z,y in poly]
 g.add(vs,[(0,2,1),(3,4,5),(0,1,4,3),(1,2,5,4),(2,0,3,5)],4)
 beam(g,(s*.425,0,0),(s*.425,eave,0),.07,.09)
 beam(g,(s*.425,eave,0),(s*.425,eave,-eave/slope),.07,.09)
 # Closed underlay slab, rear edge on main roof.
 top=[(s*half,eave,.12),(0,peak,.12),(0,peak,back),(s*half,eave,-eave/slope)]
 vv=[(x,y+dy,z) for dy in [-.022,0] for x,y,z in top]
 g.add(vv,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],8)
 length=half/math.cos(pitch)
 # Courses overlap 0.165 m; clay width 0.165 along dormer ridge, gauge .10 downslope.
 for row in range(9):
  d=row*.10;d2=min(d+.265,length+.016)
  if d>=length:continue
  x1=s*d*math.cos(pitch);x2=s*d2*math.cos(pitch);y1=peak-d*math.sin(pitch);y2=peak-d2*math.sin(pitch)
  normal=Vector((s*math.sin(pitch),math.cos(pitch),0))
  for col in range(9):
   z1=.13-col*.165+(row%2)*.0825;z1=min(z1,.13);z2=.13-(col+1)*.165+(row%2)*.0825
   if z2>=z1-.001 or z1<=max(-y1/slope,-y2/slope)+.002:continue
   za=max(z2,-y1/slope);zb=max(z2,-y2/slope)
   vv=[Vector(p)+normal*o for p,o in [((x1,y1,z1),.008),((x2,y2,z1),.008+.06*(d2-d)),((x2,y2,zb),.008+.06*(d2-d)),((x1,y1,za),.008)]]
   vv += [v+normal*.012 for v in vv]
   g.add(vv,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],7 if (row+col)%5 else 8)
 # Timber verge and lead valley, no gutters.
 beam(g,(s*(half+.013),eave,.14),(0,peak,.14),.063,.065)
 sweep(g,[(s*half,eave+.004,-eave/slope),(0,peak+.004,back)],.015,IRON,4)
for j in range(4):ridge(g,(0,peak+.013,.005-j*.275),Matrix.Rotation(math.pi/2,3,'Y'),.29)
finish(g,'Dormer front bottom centre at intersection with main roof; +Z toward eaves.',extra={'main_roof_pitch_degrees':55,'main_roof_plane':'Y = -Z * tan(55 degrees)','roof_cut_polygon_XZ':[[-half,0],[half,0],[half,-eave/slope],[0,back],[-half,-eave/slope]],'roof_cut_note':'Cut all main-roof decking and tiles within polygon. Cheek bottom and rear roof edges follow main roof plane. Do not place intact main roof through dormer.','casement_clear_metres':[.45,.55]})

g=Mesh('chimney_stone');rng=random.Random(820)
# Four interlocked blocks per course; changing orientation and offset mortar gives rubble character.
for row in range(9):
 y=(row+.5)*.216;split=.43+rng.uniform(-.065,.065)
 if row%2:
  for x,width in [(-.45+split/2,split),((.90-split)/2-.45+split,.90-split)]:
   for z in [-.175,.175]:box(g,(x,y,z),(width-.008,.207,.342),STONE,.009+rng.random()*.005)
 else:
  for x in [-.225,.225]:
   for z in [-.175,.175]:box(g,(x,y,z),(.442,.208,.342),STONE,.012)
box(g,(0,1.98,0),(.96,.072,.76),STONE,.012);box(g,(0,2.047,0),(1.04,.062,.84),STONE,.009)
for x in [-.25,.25]:
 n=12;vs=[]
 for y,r in [(2.078,.123),(2.105,.128),(2.425,.105),(2.452,.126),(2.49,.124),(2.50,.111),(2.50,.084),(2.14,.080)]:vs += [(x+r*math.cos(k*math.tau/n),y,r*math.sin(k*math.tau/n)) for k in range(n)]
 fs=[]
 for j in range(7):fs += [(j*n+k,j*n+(k+1)%n,(j+1)*n+(k+1)%n,(j+1)*n+k) for k in range(n)]
 # Closed bottom beneath deep bore; hollow lip remains visibly open.
 fs += [tuple(range(n-1,-1,-1)),tuple(range(7*n,8*n))];g.add(vs,fs,CLAY,True)
finish(g,'Bottom centre; body 0.90 X × 0.70 Z, pots reach Y=2.50.',extra={'body_size_metres':[.9,.7],'total_height_metres':2.5,'construction':'9 irregular bed courses, dressed cap, two hollow clay pots.'})

# Tavern sign: bracket in YZ, sign plane YZ, readable on both street directions.
g=Mesh('tavern_sign');box(g,(0,.05,.025),(.10,.67,.05),IRON,.01)
sweep(g,[(0,.27,.05),(0,.27,1.0),(0,.23,1.05)],.018,IRON,6)
sweep(g,[(0,-.20,.05),(0,.17,.74)],.014,IRON,6)
for cz,cy,rad in [(.32,.07,.135),(.74,.12,.095)]:
 pts=[]
 for k in range(22):
  t=k/21;ang=-.6+t*math.pi*2;rr=rad*(1-.70*t);pts.append((0,cy+rr*math.cos(ang),cz+rr*math.sin(ang)))
 sweep(g,pts,.010,IRON,5)
for y in [-.21,.29]:cyl(g,(0,y,.045),(0,y,.055),.017,IRON,6)
parent=finish(g,'Wall mounting-plate centre; bracket projects +Z, board hangs in YZ plane.',extra={'board_child':'tavern_sign_board','hinge_axis':'+Z','projection_metres':1.08})
g=Mesh('tavern_sign_board')
# Curved heraldic board silhouette, extruded along X, neutral paint for tinting.
poly=[(-.40,-.11),(-.37,-.055),(-.22,-.012),(0,.025),(.22,-.012),(.37,-.055),(.40,-.11),(.40,-.63),(.24,-.70),(0,-.73),(-.24,-.70),(-.40,-.63)]
# poly coordinates are sign-local horizontal (Z) and Y.
vs=[(x,y,z) for x in [-.033,.033] for z,y in poly];n=len(poly);g.add(vs,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(j,(j+1)%n,(j+1)%n+n,j+n) for j in range(n)],13)
for x in [-.038,.038]:
 # Inset border and carved tankard emblem, real shallow relief on both sides.
 sweep(g,[(x,y*.92-.02,z*.92) for z,y in poly+[poly[0]]],.012,OAK,4)
 pp=[(-.12,-.24),(.10,-.24),(.085,-.48),(-.09,-.48)];vv=[(x+dx,y,z) for dx in [0,math.copysign(.012,x)] for z,y in pp];g.add(vv,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],OAK)
 sweep(g,[(x,-.27,.10),(x,-.28,.19),(x,-.40,.19),(x,-.43,.095)],.018,OAK,5)
 for y in [-.24,-.48]:sweep(g,[(x,y,-.13),(x,y,.11)],.012,OAK,4)
for z in [-.27,.27]:
 for y in [.02,.105]:ring(g,(0,y,z),.05,.007,IRON,10,axis='x')
finish(g,'',parent=parent,loc=(0,.06,.62))

g=Mesh('lantern_iron');box(g,(0,.19,.025),(.08,.25,.05),IRON,.007)
sweep(g,[(0,.27,.05),(0,.30,.16),(0,.28,.30),(0,.19,.32)],.011,IRON,6)
box(g,(0,-.055,.32),(.145,.25,.14),GLASS,0)
for x in [-.085,.085]:
 for z in [.24,.40]:cyl(g,(x,-.20,z),(x,.085,z),.009,IRON,5)
for y in [-.21,.087]:box(g,(0,y,.32),(.22,.025,.22),IRON,.004)
vs=[(-.14,.10,.18),(.14,.10,.18),(.14,.10,.46),(-.14,.10,.46),(-.04,.18,.28),(.04,.18,.28),(.04,.18,.36),(-.04,.18,.36)]
g.add(vs,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],IRON)
ring(g,(0,.18,.32),.03,.007,IRON,10)
finish(g,'Centre of wall plate at Z=0; lantern projects +Z. Unlit historical iron lantern.')
g=Mesh('bench_wood')
for z in [-.105,.105]:box(g,(0,.48,z),(1.45,.055,.201),OAK,.008)
for x in [-.51,.51]:
 beam(g,(x,.06,-.18),(x,.45,-.12),.095,.09);beam(g,(x,.06,.18),(x,.45,.12),.095,.09)
 box(g,(x,.41,0),(.10,.09,.45),OAK,.006)
beam(g,(-.54,.20,0),(.54,.20,0),.085,.085)
finish(g,'Ground centre; seat Y=0.5075.',extra={'nominal_size_metres':[1.45,.5075,.42]})
g=Mesh('barrel');n=16
# Each stave is a solid curved strip, with gaps and end rims. 16 × 28 tris =448.
for k in range(n):
 a=k*math.tau/n+.004;b=(k+1)*math.tau/n-.004;vs=[]
 for inner in [0,.023]:
  for y,r in [(0,.24),(.16,.287),(.43,.315),(.70,.287),(.86,.24)]:
   for t in [a,b]:vs.append(((r-inner)*math.cos(t),y,(r-inner)*math.sin(t)))
 fs=[]
 for j in range(4):
  fs += [(2*j,2*j+1,2*j+3,2*j+2),(10+2*j,12+2*j,13+2*j,11+2*j),(2*j,2*j+2,12+2*j,10+2*j),(2*j+1,11+2*j,13+2*j,3+2*j)]
 fs += [(0,10,11,1),(8,9,19,18)];g.grain=Vector((0,1,0));g.add(vs,fs,OAK)
# Hoops low-sided thin shells, 3 bands ×64 tris; barrel target needs economical staves.
for y,r in [(.115,.279),(.43,.319),(.745,.279)]:
 vs=[(r*math.cos(k*math.tau/n),yy,r*math.sin(k*math.tau/n)) for yy in [y-.023,y+.023] for k in range(n)]
 g.add(vs,[(k,(k+1)%n,(k+1)%n+n,k+n) for k in range(n)],IRON)
for y in [.025,.831]:cyl(g,(0,y-.008,0),(0,y+.008,0),.231,OAK,16)
finish(g,'Bottom centre, Y=0; height 0.86.',extra={'diameter_metres':.638})
g=Mesh('corner_stone');box(g,(0,0,0),(.5,.3,.5),STONE,.018);finish(g,'Block centre, Y vertical; alternate bonding with generated stone courses.',extra={'size_metres':[.5,.3,.5]})

# Manifest + strict source geometry checks before serialization.
bpy.context.view_layer.update();entries=[]
for ob in OBJECTS:
 if ob.parent:continue
 parts=[ob]+list(ob.children);pts=[o.matrix_local@v.co for o in parts for v in o.data.vertices]
 tris=sum(len(o.data.polygons) for o in parts)
 print('ATOM',ob.name,tris,'/',LIMITS[ob.name],flush=True)
 assert tris<=LIMITS[ob.name],(ob.name,tris,LIMITS[ob.name])
 for o in parts:
  assert all(p.area>1e-12 for p in o.data.polygons),(o.name,'degenerate')
  assert all(math.isfinite(x) for v in o.data.vertices for x in v.co)
 entry=META[ob.name];entry.update({'bounding_box':{'min':[round(min(v[k] for v in pts),6) for k in range(3)],'max':[round(max(v[k] for v in pts),6) for k in range(3)]},'triangles':tris,'triangle_budget':LIMITS[ob.name],'materials':sorted({o.data.materials[p.material_index].name for o in parts for p in o.data.polygons})})
 if ob.children:entry['children']=[{'node_name':o.name,'translation':list(o.location),'hinge_axis':'+X' if 'counter' in o.name else ('+Z' if 'board' in o.name else '+Y'),'triangles':len(o.data.polygons)} for o in ob.children]
 entries.append(entry)
assert set(META)==set(LIMITS)
bpy.ops.object.select_all(action='DESELECT')
for o in OBJECTS:o.select_set(True)
bpy.ops.export_scene.gltf(filepath=str(ROOT/'kit.glb'),export_format='GLB',use_selection=True,export_apply=True,export_yup=False,export_materials='EXPORT',export_texcoords=True,export_normals=True,export_tangents=True,export_cameras=False,export_lights=False)
data=(ROOT/'kit.glb').read_bytes();ln=struct.unpack_from('<I',data,12)[0];gl=json.loads(data[20:20+ln]);assert not gl.get('images') and not gl.get('textures')
roots=[gl['nodes'][i] for i in gl['scenes'][gl.get('scene',0)]['nodes']];assert {n['name'] for n in roots}==set(LIMITS)
assert all(not any(k in n for k in ['translation','rotation','scale','matrix']) for n in roots)
kitdoc={'schema':'forge.atom-kit.v1','units':'metres','up':'+Y','facade_outward':'+Z','facade_horizontal':'+X','uv_rule':'Metric UV0 divided by shelf physical repeat. Oak grain follows each structural member. No extra texture repeat at runtime.','atoms':entries,'total_triangles':sum(e['triangles'] for e in entries),'glb_bytes':len(data),'material_binding':'materials.json','images_embedded':0,'provenance':{'geometry':'Original procedural authoring from supplied sheet.png; helper structure adapted from adjacent read-only Breton kit.','textures':'Poly Haven CC0; see materials.json'}}
(ROOT/'kit.json').write_text(json.dumps(kitdoc,indent=2))
(ROOT/'build_evidence.json').write_text(json.dumps({'builder_sha256':hashlib.sha256(Path(__file__).read_bytes()).hexdigest(),'glb_sha256':hashlib.sha256(data).hexdigest(),'seconds_before_render':time.time()-START},indent=2))
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'kit.blend'))
print('EXPORT_COMPLETE',len(entries),kitdoc['total_triangles'],len(data),flush=True)
if '--geometry-only' not in sys.argv:
 exec(compile((ROOT/'render_kit.py').read_text(),str(ROOT/'render_kit.py'),'exec'))
PY
python3 -m py_compile build_kit.py geometry.py shelf.py
rsync -a build_kit.py geometry.py shelf.py root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/
ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python build_kit.py -- --geometry-only > build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "ssh root@5.9.10.114 'tail -35 /root/fal-author/medieval-atom-kit-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 404ms:
INFO gpu_gate: gpu slot acquired by blender (pid 4178298, 6000 MiB, batch)

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_kit.py');s=p.read_text();s=s.replace(\"for y,r in [(0,.24),(.16,.287),(.43,.315),(.70,.287),(.86,.24)]\", \"for y,r in [(0,.24),(.43,.315),(.86,.24)]\")
s=s.replace(\"for j in range(4):\\n  fs += [(2*j,2*j+1,2*j+3,2*j+2),(10+2*j,12+2*j,13+2*j,11+2*j),(2*j,2*j+2,12+2*j,10+2*j),(2*j+1,11+2*j,13+2*j,3+2*j)]\\n fs += [(0,10,11,1),(8,9,19,18)]\", \"for j in range(2):\\n  fs += [(2*j,2*j+1,2*j+3,2*j+2),(6+2*j,8+2*j,9+2*j,7+2*j),(2*j,2*j+2,8+2*j,6+2*j),(2*j+1,7+2*j,9+2*j,3+2*j)]\\n fs += [(0,6,7,1),(4,5,11,10)]\")
s=s.replace(\"(.115,.279),(.43,.319),(.745,.279)\",\"(.115,.264),(.43,.319),(.745,.264)\")
p.write_text(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
 exited 1 in 23412ms:
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "cat > render_kit.py <<'PY'
\"\"\"Reimport the delivered GLB and bind external maps; render reproducible QA views.\"\"\"
import bpy,math,json,sys
from pathlib import Path
from mathutils import Vector
ROOT=Path(__file__).resolve().parent
SHELF=json.loads((ROOT/'materials.json').read_text())['materials']
scene=bpy.context.scene;bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials):bpy.data.materials.remove(m)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'kit.glb'))
masters={o.name:o for o in scene.objects if o.parent is None and o.type in ('MESH','EMPTY')}
for m in bpy.data.materials:
 if m.name not in SHELF:continue
 nt=m.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED')
 for kind in ['BaseColor','Normal','ORM']:
  tex=nt.nodes.new('ShaderNodeTexImage');tex.image=bpy.data.images.load(str(ROOT/SHELF[m.name]['maps'][kind]),check_existing=True);tex.image.colorspace_settings.name='sRGB' if kind=='BaseColor' else 'Non-Color';tex.extension='REPEAT'
  if kind=='BaseColor':nt.links.new(tex.outputs['Color'],bs.inputs['Base Color'])
  elif kind=='Normal':
   n=nt.nodes.new('ShaderNodeNormalMap');nt.links.new(tex.outputs['Color'],n.inputs['Color']);nt.links.new(n.outputs[0],bs.inputs['Normal'])
  else:
   sep=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(tex.outputs['Color'],sep.inputs[0]);nt.links.new(sep.outputs['Green'],bs.inputs['Roughness']);nt.links.new(sep.outputs['Blue'],bs.inputs['Metallic'])
scene.render.engine='CYCLES';scene.cycles.samples=32;scene.cycles.use_denoising=True
try:
 prefs=bpy.context.preferences.addons['cycles'].preferences;prefs.compute_device_type='OPTIX';prefs.get_devices()
 for d in prefs.devices:d.use=d.type"'!='"'CPU'
 scene.cycles.device='GPU'
except:scene.cycles.device='CPU'
scene.render.image_settings.file_format='PNG';scene.view_settings.view_transform='AgX'
scene.world.use_nodes=True;bg=scene.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.70,.77,.86,1);bg.inputs[1].default_value=.65
bpy.ops.object.light_add(type='AREA',location=(-4,-6,7));key=bpy.context.object;key.data.energy=1600;key.data.shape='DISK';key.data.size=4;key.rotation_euler=(-key.location).to_track_quat('-Z','Y').to_euler()
bpy.ops.object.light_add(type='AREA',location=(4,2,4));rim=bpy.context.object;rim.data.energy=800;rim.data.size=3;rim.rotation_euler=(-rim.location).to_track_quat('-Z','Y').to_euler()
bpy.ops.object.light_add(type='SUN');sun=bpy.context.object;sun.rotation_euler=(.45,-.4,-.5);sun.data.energy=1.2;sun.data.angle=.10
bpy.ops.mesh.primitive_plane_add(size=100,location=(0,0,-.02));floor=bpy.context.object;floor.name='STUDIO_floor'
mat=bpy.data.materials.new('STUDIO_floor');mat.use_nodes=True;mat.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.42,.43,.43,1);mat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.85;floor.data.materials.append(mat)
bpy.ops.object.camera_add();cam=bpy.context.object;scene.camera=cam;cam.data.type='ORTHO'
clay=bpy.data.materials.new('STUDIO_clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.42,.42,.42,1)
def parts(ob):return [ob]+list(ob.children_recursive)
def visible(ob,v):
 for o in parts(ob):o.hide_render=not v
for ob in masters.values():visible(ob,False)
def bounds(obs):
 bpy.context.view_layer.update();pts=[o.matrix_world@Vector(c) for ob in obs for o in parts(ob) if o.type=='MESH' for c in o.bound_box]
 return Vector([min(v[k] for v in pts) for k in range(3)]),Vector([max(v[k] for v in pts) for k in range(3)])
def render(name,obs,direction=(.28,-1,.40),res=(1400,1000),claymode=False):
 lo,hi=bounds(obs);target=(lo+hi)*.5;cam.location=target+Vector(direction).normalized()*30;cam.rotation_euler=(target-cam.location).to_track_quat('-Z','Y').to_euler()
 # Fit projected bbox corners, maintaining actual camera-plane aspect.
 bpy.context.view_layer.update();inv=cam.matrix_world.inverted();pp=[inv@(o.matrix_world@Vector(c)) for ob in obs for o in parts(ob) if o.type=='MESH' for c in o.bound_box]
 wx=max(p.x for p in pp)-min(p.x for p in pp);hy=max(p.y for p in pp)-min(p.y for p in pp)
 cam.data.ortho_scale=max(wx,hy*res[0]/res[1])*1.18
 scene.render.resolution_x=res[0];scene.render.resolution_y=res[1];scene.render.resolution_percentage=100
 scene.view_layers[0].material_override=clay if claymode else None;scene.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True);scene.view_layers[0].material_override=None
(ROOT/'renders').mkdir(exist_ok=True)
if '--details-only' not in sys.argv:
 for name,ob in masters.items():
  visible(ob,True);ob.location=(0,0,0);lo,hi=bounds([ob]);ob.location.z=-lo.z
  render('renders/'+name+'.png',[ob],(.85,-1,.50) if name=='tavern_sign' else (.28,-1,.42),(560,480))
  visible(ob,False);ob.location=(0,0,0)

def sheet(names,file,dir=(.22,-1,.32),cl=False):
 for ob in masters.values():visible(ob,False);ob.location=(0,0,0)
 x=0;obs=[]
 for name in names:
  ob=masters[name];visible(ob,True);lo,hi=bounds([ob]);ob.location=(x-lo.x,0,-lo.z);x+=hi.x-lo.x+.35;obs.append(ob)
 for ob in obs:ob.location.x-=x/2
 render(file,obs,dir,(1920,1100),cl)
sheet(['window_leaded','window_leaded_stone','window_small','door_plank','door_arched_double','window_shop'],'details_joinery.png')
sheet(['brace_storey','brace_straight','bressummer_1m','joist_end','jetty_bracket'],'details_timber.png')
sheet(['dormer','chimney_stone','tile_strip_a','ridge_tile_round'],'details_roof.png')
sheet(['tavern_sign','lantern_iron','barrel','bench_wood'],'details_props.png',(.65,-1,.38))
sheet(['door_arched_double','dormer','jetty_bracket','window_leaded'],'clay_check.png',cl=True)
sheet(['window_leaded_stone','door_plank','dormer','tavern_sign'],'reverse_check.png',(-.40,1,.40))
print('RENDERS_COMPLETE',flush=True)
PY
rsync -a build_kit.py render_kit.py root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/
ssh root@5.9.10.114 'tail -20 /root/fal-author/medieval-atom-kit-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 1311ms:
ATOM roof_underlay 12 / 12
ATOM ridge_tile_round 108 / 150
ATOM verge_board_1m 44 / 80
ATOM rafter_end 16 / 60
ATOM dormer 2764 / 6000
ATOM chimney_stone 2048 / 2500
ATOM tavern_sign 1292 / 2000
ATOM lantern_iron 348 / 600
ATOM bench_wood 396 / 400
ATOM barrel 792 / 600
Traceback (most recent call last):
  File "/root/fal-author/medieval-atom-kit-v1/build_kit.py", line 361, in <module>
    assert tris<=LIMITS[ob.name],(ob.name,tris,LIMITS[ob.name])
           ^^^^^^^^^^^^^^^^^^^^^
AssertionError: ('barrel', 792, 600)

Error: script failed, file: 'build_kit.py', exiting.
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

Blender quit

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('shelf.py');s=p.read_text().replace('import bpy, numpy as np, math, hashlib, struct, json','import bpy, numpy as np, math, hashlib, struct, json, sys')
s=s.replace('def build():\\n mats=[];shelf={}', '''def build():
 mats=[];shelf={}
 if '--reuse-shelf' in sys.argv and (ROOT/'materials.json').exists():
  shelf=json.loads((ROOT/'materials.json').read_text())['materials']
  for name in NAMES:
   maps={k:read_image(ROOT/p,32,k=='BaseColor') for k,p in shelf[name]['maps'].items()}
   m=bpy.data.materials.new(name);m.use_nodes=True;bs=m.node_tree.nodes.get('Principled BSDF');m.diffuse_color=(*map(float,maps['BaseColor'].mean(axis=(0,1))),1);bs.inputs['Base Color'].default_value=m.diffuse_color;bs.inputs['Roughness'].default_value=float(maps['ORM'][:,:,1].mean());bs.inputs['Metallic'].default_value=float(maps['ORM'][:,:,2].mean());mats.append(m)
  return mats,shelf''')
p.write_text(s)
p=Path('SCOPE.md');p.write_text(p.read_text().replace('30 reusable','29 reusable'))
PY
rsync -a shelf.py SCOPE.md root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/
ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python build_kit.py -- --reuse-shelf > build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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exec
/bin/bash -lc "mkdir -p viewer
cp -a ../breton-atom-kit-v1/viewer/lib viewer/
cat > viewer/index.html <<'HTML'
<"'!doctype html><html><head><meta charset="utf-8"><title>Medieval atom kit</title><style>body{margin:0;background:#d9d8d4;color:#302b25;font:14px system-ui}header{position:absolute;top:22px;left:28px;z-index:2}h1{font:500 23px Georgia;margin:0 0 8px}p{margin:5px 0 14px}select,button{padding:8px;background:#f3f0e8;border:1px solid #aaa397;border-radius:3px;color:#302b25}canvas{display:block}#status{position:absolute;bottom:15px;left:28px}</style><script type="importmap">{"imports":{"three":"./lib/three.module.js","three/addons/":"./lib/jsm/"}}</script></head><body><header><h1>Alsace · Normandy · Rhineland</h1><p>29 late-medieval construction atoms · metres · shared PBR shelf</p><select id="pick"><option value="all">All atoms</option></select> <button id="motion">Open moving parts</button> <button id="clay">Clay</button> <button id="rear">Rear view</button></header><div id="status">Loading…</div><script type="module">
import * as T from '"'three';import{GLTFLoader}from'three/addons/loaders/GLTFLoader.js';import{OrbitControls}from'three/addons/controls/OrbitControls.js';
const renderer=new T.WebGLRenderer({antialias:true});renderer.setSize(innerWidth,innerHeight);renderer.setPixelRatio(devicePixelRatio);renderer.setClearColor(0xd9d8d4);renderer.toneMapping=T.ACESFilmicToneMapping;renderer.toneMappingExposure=1;renderer.shadowMap.enabled=true;renderer.shadowMap.type=T.PCFSoftShadowMap;document.body.append(renderer.domElement);const scene=new T.Scene(),camera=new T.PerspectiveCamera(33,innerWidth/innerHeight,.01,200),controls=new OrbitControls(camera,renderer.domElement);scene.add(new T.HemisphereLight(0xe4eeff,0x867962,2.2));const sun=new T.DirectionalLight(0xffeed8,3.4);sun.position.set(-6,12,9);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);Object.assign(sun.shadow.camera,{left:-20,right:20,top:20,bottom:-20,near:.1,far:50});sun.shadow.bias=-.0001;scene.add(sun);scene.add(new T.DirectionalLight(0xe4eaff,.6));
const shelf=await(await fetch('../materials.json')).json(),kit=await(await fetch('../kit.json')).json(),loader=new T.TextureLoader(),materials={};let texBytes=0;
for(const[name,d]of Object.entries(shelf.materials)){const maps={};for(const[k,path]of Object.entries(d.maps)){let t=await loader.loadAsync('../'+path);t.wrapS=t.wrapT=T.RepeatWrapping;t.flipY=false;t.colorSpace=k==='BaseColor'?T.SRGBColorSpace:T.NoColorSpace;t.anisotropy=Math.min(8,renderer.capabilities.getMaxAnisotropy());maps[k]=t;texBytes+=t.image.width*t.image.height*4*4/3;}materials[name]=new T.MeshStandardMaterial({name,map:maps.BaseColor,normalMap:maps.Normal,aoMap:maps.ORM,roughnessMap:maps.ORM,metalnessMap:maps.ORM,roughness:1,metalness:1});}
const gltf=await new GLTFLoader().loadAsync('../kit.glb'),group=new T.Group();scene.add(group);const masters={};gltf.scene.children.forEach(o=>masters[o.name]=o);gltf.scene.traverse(o=>{if(o.isMesh){o.material=materials[o.material.name];if("'!o.material)throw Error('"'Unknown material');o.castShadow=o.receiveShadow=true;}});
const floor=new T.Mesh(new T.PlaneGeometry(100,100),new T.MeshStandardMaterial({color:0xc7c3b9,roughness:1}));floor.rotation.x=-Math.PI/2;floor.position.y=-.024;floor.receiveShadow=true;scene.add(floor);const cm=new T.MeshStandardMaterial({color:0xaaaaaa,roughness:.8});let clayOn=false,open=false,reverse=false;
function apply(){group.traverse(o=>{if(o.isMesh){o.userData.mat??=o.material;o.material=clayOn?cm:o.userData.mat;}if(o.name.includes('_casement_'))o.rotation.y=open?(o.name.endsWith('right')?.85:-.85):0;if(o.name==='door_plank_leaf'||o.name==='door_arched_double_left')o.rotation.y=open?-1.1:0;if(o.name==='door_arched_double_right')o.rotation.y=open?1.1:0;if(o.name==='window_shop_counter')o.rotation.x=open?Math.PI/2:0;});}
function frame(){const box=new T.Box3().setFromObject(group),c=box.getCenter(new T.Vector3()),s=box.getSize(new T.Vector3());const distance=Math.max(s.y,s.x/camera.aspect,s.z*.60)*2.4+.3;camera.position.copy(c).add(new T.Vector3(pick.value==='tavern_sign'?.8:.20,pick.value==='all'?.8:.30,reverse?-1:1).normalize().multiplyScalar(distance));controls.target.copy(c);controls.update();}
function show(name){pick.value=name;group.clear();const names=name==='all'?kit.atoms.map(a=>a.node_name):[name];names.forEach((n,i)=>{let o=masters[n].clone(true);const b=new T.Box3().setFromObject(o);o.position.x=name==='all'?(i%6)*2.9:0;o.position.y=-b.min.y;o.position.z=name==='all'?-Math.floor(i/6)*4:0;group.add(o);});apply();frame();}
kit.atoms.forEach(a=>{let o=document.createElement('option');o.value=o.textContent=a.node_name;pick.append(o);});pick.onchange=()=>show(pick.value);motion.onclick=()=>{open="'!open;motion.textContent=open?'"'Close moving parts':'Open moving parts';apply();};clay.onclick=()=>{clayOn="'!clayOn;apply();};rear.onclick=()=>{reverse=!reverse;frame();};show('"'all');const times=[];let last=performance.now();renderer.setAnimationLoop(()=>{let now=performance.now();times.push(now-last);if(times.length>120)times.shift();last=now;controls.update();renderer.render(scene,camera);});window.__KIT_QA__={ready:true,atoms:Object.keys(masters),materialNames:Object.keys(materials),embeddedTextures:0,textureGpuBytesEstimate:texBytes,renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER)};window.kitView=show;window.kitOpen=v=>{open=v;apply();};window.kitClay=v=>{clayOn=v;apply();};window.kitRear=v=>{reverse=v;frame();};window.kitMetrics=()=>({...renderer.info.render,textures:renderer.info.memory.textures,geometries:renderer.info.memory.geometries,frameMedianMs:[...times].sort((a,b)=>a-b)[Math.floor(times.length/2)]});window.kitTransforms=()=>{let a=[];group.traverse(o=>{if(o.name.includes('_casement_')||o.name.includes('_leaf')||o.name.endsWith('_counter')||o.name==='door_arched_double_left'||o.name==='door_arched_double_right')a.push({name:o.name,rotation:o.rotation.toArray()});});return a;};status.textContent="'`${kit.atoms.length} atoms · ${kit.total_triangles.toLocaleString()} triangles · drag to orbit`;
</script></body></html>
HTML
ssh root@5.9.10.114 '"'tail -14 /root/fal-author/medieval-atom-kit-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 776ms:
00:09.163  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/brace_storey.png'
00:10.349  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/brace_straight.png'
00:12.826  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/bressummer_1m.png'
00:15.475  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/chimney_stone.png'
00:18.098  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/corner_stone.png'
00:19.456  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/door_arched_double.png'
00:21.150  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/door_plank.png'
00:23.862  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/dormer.png'
00:26.475  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/jetty_bracket.png'
00:28.532  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/joist_end.png'
00:29.865  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/lantern_iron.png'
00:32.324  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/peg_cluster.png'
00:34.946  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/rafter_end.png'
00:37.544  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/ridge_tile_round.png'

codex
The first export has all 29 requested atoms within their triangle limits. I’m now checking renders of the reimported GLB, then testing material binding and moving parts in the browser viewer. The barrel needed a simpler stave profile to meet its 600-triangle ceiling.

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/bin/bash -lc "rsync -a --exclude 'sources' --exclude '*.log' --exclude '*.blend*' root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/ .
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/kit.glb" --strict > audit.json
python3 - <<'"'PY'
import json
k=json.load(open('kit.json'));print('ATOMS',len(k['atoms']),'TRIANGLES',k['total_triangles'],'BYTES',k['glb_bytes']);a=json.load(open('audit.json'));print(str(a)[:2200])
PY
forge-agent run --help" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 2072ms:
ATOMS 29 TRIANGLES 16280 BYTES 1776772
{'file': 'kit.glb', 'sha256': 'dcb1934ff9ffe9dc1a21dc9b12ec06efac4c0a1b79bac8bd6becffaf3e045db5', 'bytes': 1776772, 'primitive_count': 74, 'material_count': 11, 'embedded_images': 0, 'external_uris': [], 'primitives': [{'mesh': 'barrel', 'primitive': 0, 'triangles': 440, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'barrel', 'primitive': 1, 'triangles': 96, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'bench_wood', 'primitive': 0, 'triangles': 396, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'brace_storey', 'primitive': 0, 'triangles': 244, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'brace_straight', 'primitive': 0, 'triangles': 68, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'bressummer_1m', 'primitive': 0, 'triangles': 504, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'chimney_stone', 'primitive': 0, 'triangles': 376, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'chimney_stone', 'primitive': 1, 'triangles': 1672, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'corner_stone', 'primitive': 0, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'door_arched_double_left', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'door_arched_double_left', 'primitive': 1, 'triangles': 352, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'door_arched_double_left', 'primitive': 2, 'triangles': 84, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'door_arched_double_right', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'door_arched_double_right', 'primitive': 1, 'triangles': 352, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'door_arched_double_right', 'primitive': 2, 'triangles': 84, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'door_arched_double', 'primitive': 0, 'triangles': 728, 'zero_area_tria
usage: forge-agent run [-h] --harness
                       {codex,codex-cli,claude,gemini,deepseek,unreal,gemini-proxy}
                       --model MODEL --purpose PURPOSE [--repo REPO] --task
                       TASK [--effort EFFORT] [--timeout TIMEOUT]
                       [--quality-profile {visual}]
                       [--quality-packet QUALITY_PACKET] [--jail]
                       [--allow-net {none,all,allowlist}]
                       [--data-class {synthetic,internal}] [--ro RO]

options:
  -h, --help            show this help message and exit
  --harness {codex,codex-cli,claude,gemini,deepseek,unreal,gemini-proxy}
                        codex = Unreal Agent on the Codex subscription
                        (default since 2026-09-23; Codex CLI with --jail);
                        codex-cli = the Codex CLI itself
  --model MODEL
  --purpose PURPOSE
  --repo REPO           required for --harness codex/claude/gemini/deepseek;
                        unused (no worktree) for gemini-proxy
  --task TASK
  --effort EFFORT       Codex or DeepSeek (medium maps to high on DeepSeek)
  --timeout TIMEOUT
  --quality-profile {visual}
                        DeepSeek only: bounded visual quality instructions
  --quality-packet QUALITY_PACKET
                        DeepSeek visual only: local JSON task packet (max 32
                        KiB)
  --jail                run the worker (codex/claude only) inside jail.py
                        containment (default OFF; opt in explicitly)
  --allow-net {none,all,allowlist}
                        --jail only: worker network mode (default 'all' --
                        codex/claude both need real model-API egress;
                        'allowlist' routes through the tinyproxy sidecar)
  --data-class {synthetic,internal}
                        --jail only: task data class; 'internal' is required
                        to use --ro
  --ro RO               --jail only, requires --data-class internal: extra
                        host path to mount read-only inside the jail;
                        repeatable

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2026-10-07T23:08:42.463031Z ERROR codex_core::tools::router: error=unable to locate image at `/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/renders/window_leaded.png`: No such file or directory (os error 2)
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exec
/bin/bash -lc "rsync -a --exclude 'sources' --exclude '*.log' --exclude '*.blend*' root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/ .
python3 - <<'PY'
from PIL import Image,ImageOps,ImageDraw,ImageFont
import json,math
from pathlib import Path
k=json.load(open('kit.json'));W=2400;cw=400;ch=415;out=Image.new('RGB',(W,160+5*ch),(232,229,220));d=ImageDraw.Draw(out);font='/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf';f=ImageFont.truetype(font,20);title=ImageFont.truetype(font,40);sm=ImageFont.truetype(font,15)
d.text((35,30),'NORTHERN EUROPE / LATE-MEDIEVAL ATOMS',font=title,fill='#332e29');d.text((37,92),'29 masters · metres · oak / lime / clay / iron · individual views fitted to cell (not a common scale)',font=f,fill='#6b6055')
for i,a in enumerate(k['atoms']):
 p=Path('renders')/(a['node_name']+'.png')
 if not p.exists():continue
 x=(i%6)*cw;y=160+(i//6)*ch;im=Image.open(p).convert('RGB');im=ImageOps.fit(im,(cw-8,335));out.paste(im,(x+4,y));d.text((x+15,y+345),a['node_name'],font=f,fill='#332e29');d.text((x+15,y+375),f\"{a['triangles']} / {a['triangle_budget']} triangles\",font=sm,fill='#756b5e')
out.save('kit_sheet.png')
PY
python3 -m http.server 18766 --bind 127.0.0.1 > viewer_server.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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2026-10-07T23:09:34.204078Z ERROR codex_core::tools::router: error=unable to locate image at `/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/kit_sheet.png`: No such file or directory (os error 2)
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exec
/bin/bash -lc "cat > browser_check.py <<'PY'
import asyncio,json
from pathlib import Path
from playwright.async_api import async_playwright
async def main():
 async with async_playwright() as p:
  browser=await p.chromium.launch(headless=True,args=['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader'])
  page=await browser.new_page(viewport={'width':1600,'height':1100},device_scale_factor=1)
  errors=[];page.on('pageerror',lambda e:errors.append(str(e)))
  await page.goto('http://127.0.0.1:18766/viewer/')
  await page.wait_for_function('window.__KIT_QA__?.ready',timeout=120000)
  await page.wait_for_timeout(1200);await page.screenshot(path='runtime_all.png');qa=await page.evaluate('window.__KIT_QA__');qa['all_metrics']=await page.evaluate('window.kitMetrics()');qa['captures']={}
  for name in ['window_leaded','door_arched_double','window_shop','dormer','tavern_sign','bressummer_1m','ridge_tile_round']:
   await page.evaluate('(n)=>window.kitView(n)',name);await page.wait_for_timeout(350);await page.screenshot(path=f'runtime_{name}.png');qa['captures'][name]=await page.evaluate('window.kitMetrics()')
   if name in ['window_leaded','door_arched_double','window_shop']:
    await page.evaluate('window.kitOpen(true)');await page.wait_for_timeout(200);await page.screenshot(path=f'runtime_{name}_open.png');qa['captures'][name]['open_transforms']=await page.evaluate('window.kitTransforms()');await page.evaluate('window.kitOpen(false)')
  await page.evaluate(\"window.kitView('dormer');window.kitRear(true);window.kitClay(true)\");await page.wait_for_timeout(300);await page.screenshot(path='runtime_dormer_rear_clay.png')
  qa['errors']=errors;qa['performance_note']='Chromium SwiftShader software WebGL; frame timing is capture-host evidence, not a device benchmark.';Path('runtime_check.json').write_text(json.dumps(qa,indent=2));print(json.dumps(qa));await browser.close()
asyncio.run(main())
PY
python3 browser_check.py > browser_check.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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exec
/bin/bash -lc "ls kit_sheet.png; tail -3 viewer_server.log; date -u '+%T'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
kit_sheet.png
  File "/usr/lib/python3.12/socketserver.py", line 473, in server_bind
    self.socket.bind(self.server_address)
OSError: [Errno 98] Address already in use
23:09:50

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exec
/bin/bash -lc "sed -i 's/18766/18789/' browser_check.py
python3 -m http.server 18789 --bind 127.0.0.1 > viewer_server.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 exited 1 in 26758ms:
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exec
/bin/bash -lc "python3 - <<'PY'
import requests
j=requests.get('https://api.polyhaven.com/assets?t=textures').json()
print([k for k in j if any(w in k for w in ['wood','plank','timber'])])
PY
python3 browser_check.py > browser_check.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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exec
/bin/bash -lc "mkdir -p revision_01
cp kit_sheet.png kit.json audit.json revision_01/
cp renders/dormer.png renders/chimney_stone.png renders/bressummer_1m.png revision_01/
forge-agent run --harness gemini --model forge:build-gemini-38flash --repo /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1 --purpose medieval-atom-visual-critic --timeout 300 --task 'Read-only independent visual critic under blender-game-assets critic-loop. Open actual images using Read: /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/sheet.png (reference), revision_01/kit_sheet.png, revision_01/dormer.png, revision_01/chimney_stone.png, revision_01/bressummer_1m.png. Judge atom kit, not a whole house. Neutral light Door_paint and Sign_paint are required for runtime tint, not defects. 29 atoms, triangle ceilings strict. First revision, no baseline. Return maximum five visible findings, severity, image evidence, measurable correction and PASS/REVISE/BLOCKED. Do not edit any files. Root already sees dormer face gaps and oversized ridge mortar, and intends correcting them. Deadline 04:00 CEST; this bounded review max five minutes. If you cannot inspect images return BLOCKED, not inferred visual verdict.' > critic_01.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
codex
The renders revealed two issues to fix: gaps around the dormer’s front window and an oversized ridge mortar bed. I’m also improving the weathered oak and rubble chimney to match the reference more closely. An independent visual critic is checking the first sheet.

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/bin/bash -lc "python3 - <<'PY'
import requests,pathlib
for s in ['medieval_wood','rough_wood','weathered_brown_planks']:
 d=requests.get('https://api.polyhaven.com/files/'+s).json();k='Diffuse' if 'Diffuse' in d else 'diff';v=d[k]['1k'];v=v.get('jpg',v.get('png'));p=pathlib.Path('sources')/v['url'].split('/')[-1];p.write_bytes(requests.get(v['url']).content);print(p)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 1099ms:
sources/medieval_wood_diff_1k.jpg
sources/rough_wood_diff_1k.jpg
sources/weathered_brown_planks_diff_1k.jpg

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/bin/bash -lc 'tail -8 browser_check.log; tail -6 critic_01.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
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 succeeded in 18637ms:
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exec
/bin/bash -lc "python3 - <<'PY'
import requests,pathlib
s='rough_wood';d=requests.get('https://api.polyhaven.com/files/'+s).json()
for k in ['nor_gl','arm']:
 v=d[k]['1k'];v=v.get('png',v.get('jpg'));p=pathlib.Path('sources')/v['url'].split('/')[-1];p.write_bytes(requests.get(v['url']).content);print(p)
from pathlib import Path
p=Path('shelf.py');t=p.read_text().replace(\"src='wooden_planks'\",\"src='rough_wood'\")
a=t.index('    # Scan pixels');b=t.index('   lum=a.mean',a)
t=t[:a]+'''    a=np.transpose(a,(1,0,2)).copy()
    if kind=='Normal':a=a[:,:,[1,0,2]]
'''+t[b:]
t=t.replace(\"lum[:,:,None]*.80+.025\",\"lum[:,:,None]*.72+.012\").replace(\"a*=.76 if i==8 else 1\",\"a*=.89 if i==8 else 1\")
t=t.replace(\"(.7+.65*(lum-lum.mean()))\",\"(.36+.85*(lum-lum.mean()))\")
t=t.replace(\"[1.0,.10]\",\"[1.0,1.0]\").replace(\"V/0.10m\",\"V/1m\").replace(\"'wooden_planks','rough_plaster_03'\",\"'rough_wood','rough_plaster_03'\").replace(\"oak cropped within a plank\",\"continuous rough timber scan transposed into longitudinal U; normal X/Y transposed together\")
p.write_text(t)
p=Path('geometry.py');t=p.read_text().replace('p.dot(v)/.10','p.dot(v)');p.write_text(t)
p=Path('build_kit.py');t=p.read_text()
t=t.replace(\"(s*.27,.12,-.045),(s*.27,.76,-.045)\",\"(s*.27,.13,-.045),(s*.27,.68,-.045)\").replace(\"for y in [.09,.755]\",\"for y in [.095,.715]\")
t=t.replace(\"box(g,(0,.045,-.10),(.86,.09,.15),4,.004)\",\"\"\"box(g,(0,.030,-.10),(.86,.06,.15),4,.004)
for sign in [-1,1]:box(g,(sign*.365,.435,-.090),(.10,.79,.13),4,.002)
box(g,(0,.805,-.090),(.76,.11,.13),4,.002)\"\"\")
a=t.index(' n=10;profile=[]',t.index('def ridge('));b=t.index(\"g=Mesh('ridge_tile_round')\",a)
t=t[:a]+''' # Rounded crown blends into clay skirts following a steep roof.
 outline=[(-.15,-.185),(-.10,-.105)]
 outline += [(.075*math.cos(math.radians(a)),.075*math.sin(math.radians(a))-.020) for a in range(165,14,-15)]
 outline += [(.10,-.105),(.15,-.185)]
 profile=outline+[(z,y-.014) for z,y in reversed(outline)]
 vs=[Vector((x,y,z)) for x in [-length/2,length/2] for z,y in profile];count=len(profile)
 fs=[tuple(range(count-1,-1,-1)),tuple(range(count,2*count))]+[(j,(j+1)%count,(j+1)%count+count,j+count) for j in range(count)]
 if rot:vs=[rot@v for v in vs]
 g.add([v+Vector(c) for v in vs],fs,CLAY)
 for s in [-1,1]:
  pp=[(s*.118,-.156),(s*.15,-.200),(s*.15,-.187),(s*.118,-.143)]
  vv=[Vector((x,y,z)) for x in [-length/2,length/2] for z,y in pp]
  if rot:vv=[rot@v for v in vv]
  g.add([v+Vector(c) for v in vv],[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],STONE)
'''+t[b:]
a=t.index('# Four interlocked blocks');b=t.index(\"box(g,(0,1.98\",a)
t=t[:a]+'''# Recessed mortar core and six irregular rubble solids per staggered course.
box(g,(0,.972,0),(.866,1.944,.664),1,0)
for row in range(9):
 cuts=[-.45,-.16+rng.uniform(-.055,.055),.16+rng.uniform(-.055,.055),.45]
 for side in [-1,1]:
  for k in range(3):
   x0=cuts[k]+(.004 if k else 0);x1=cuts[k+1]-(.004 if k<2 else 0);y0=row*.216+.005;y1=(row+1)*.216-.005
   c1=rng.uniform(.012,.027);c2=rng.uniform(.009,.025)
   poly=[(x0+c1,y0),(x1-c2,y0+rng.uniform(0,.007)),(x1,y0+c2),(x1,y1-c1),(x1-c1,y1),(x0+c2,y1-rng.uniform(0,.005)),(x0,y1-c2),(x0,y0+c1)]
   prism(g,poly,[.003,.35] if side>0 else [-.35,-.003],STONE)
'''+t[b:]
p.write_text(t)
PY
rsync -a build_kit.py geometry.py shelf.py sources/rough_wood* root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/
rsync -a sources/rough_wood* root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/sources/
ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python build_kit.py > build_v2.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 103065ms:
['aerial_wood_snips', 'black_painted_planks', 'blue_painted_planks', 'brown_planks_03', 'brown_planks_04', 'brown_planks_05', 'brown_planks_07', 'brown_planks_08', 'brown_planks_09', 'dark_paneled_wood', 'dark_planks', 'dark_wood', 'dark_wooden_planks', 'distressed_painted_planks', 'embedded_plank_flooring', 'fine_grained_wood', 'green_rough_planks', 'hinoki_planks', 'japanese_cedar_planks', 'kitchen_wood', 'lacquered_cherry_wood', 'medieval_wood', 'moss_wood', 'oak_wood_planks', 'old_planks_02', 'old_wood_floor', 'old_wooden_floor_01', 'old_wooden_floor_02', 'old_wooden_floor_03', 'plank_flooring', 'plank_flooring_02', 'plank_flooring_03', 'plank_flooring_04', 'planks_brown_10', 'plywood', 'raw_plank_wall', 'roof_planks', 'rosewood_veneer1', 'rosewood_veneer_02', 'rough_wood', 'stair_planks', 'synthetic_wood', 'weathered_brown_planks', 'weathered_peeling_timber', 'weathered_plank_siding', 'weathered_planks', 'white_planks_clean', 'wood_cabinet_worn_long', 'wood_chip_path', 'wood_chips', 'wood_floor', 'wood_floor_deck', 'wood_floor_worn', 'wood_inlaid_concrete_wall', 'wood_inlaid_stone_wall', 'wood_peeling_paint_weathered', 'wood_plank_wall', 'wood_planks', 'wood_planks_dirt', 'wood_planks_grey', 'wood_shutter', 'wood_stone_pathway', 'wood_table', 'wood_table_001', 'wood_table_large', 'wood_table_worn', 'wood_textured_concrete', 'wood_trunk_wall', 'wooden_barrel', 'wooden_floor_01', 'wooden_floor_02', 'wooden_garage_door', 'wooden_gate', 'wooden_panels', 'wooden_planks', 'wooden_rough_planks', 'worn_planks']

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exec
/bin/bash -lc "tail -6 browser_check.log; tail -10 critic_01.log; ls runtime_*.png | head -20; ssh root@5.9.10.114 'tail -5 /root/fal-author/medieval-atom-kit-v1/build_v2.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 412ms:
{"ready": true, "atoms": ["barrel", "bench_wood", "brace_storey", "brace_straight", "bressummer_1m", "chimney_stone", "corner_stone", "door_arched_double", "door_plank", "dormer", "jetty_bracket", "joist_end", "lantern_iron", "peg_cluster", "rafter_end", "ridge_tile_round", "roof_underlay", "tavern_sign", "tile_a", "tile_b", "tile_c", "tile_d", "tile_strip_a", "tile_strip_b", "verge_board_1m", "window_leaded", "window_leaded_stone", "window_shop", "window_small"], "materialNames": ["Rubble_stone", "Rubble_stone_dark", "Oak_frame", "Oak_frame_grey", "Plaster_ochre", "Plaster_white", "Plaster_pink", "Clay_tile", "Clay_tile_dark", "Dressed_limestone", "Wrought_iron", "Leaded_glass", "Door_paint", "Sign_paint"], "embeddedTextures": 0, "textureGpuBytesEstimate": 184549376.00000012, "renderer": "WebKit WebGL", "all_metrics": {"frame": 46, "calls": 72, "triangles": 16074, "points": 0, "lines": 0, "textures": 33, "geometries": 75, "frameMedianMs": 29.100000381469727}, "captures": {"window_leaded": {"frame": 75, "calls": 8, "triangles": 1078, "points": 0, "lines": 0, "textures": 33, "geometries": 75, "frameMedianMs": 217.70000076293945, "open_transforms": [{"name": "window_leaded_casement_left", "rotation": [-0.0, -0.85, -0.0, "XYZ"]}, {"name": "window_leaded_casement_left_1", "rotation": [-0.0, -0.85, -0.0, "XYZ"]}, {"name": "window_leaded_casement_left_2", "rotation": [-0.0, -0.85, -0.0, "XYZ"]}, {"name": "window_leaded_casement_left_3", "rotation": [-0.0, -0.85, -0.0, "XYZ"]}, {"name": "window_leaded_casement_right", "rotation": [-0.0, 0.85, -0.0, "XYZ"]}, {"name": "window_leaded_casement_right_1", "rotation": [-0.0, -0.85, -0.0, "XYZ"]}, {"name": "window_leaded_casement_right_2", "rotation": [-0.0, -0.85, -0.0, "XYZ"]}, {"name": "window_leaded_casement_right_3", "rotation": [-0.0, -0.85, -0.0, "XYZ"]}]}, "door_arched_double": {"frame": 130, "calls": 8, "triangles": 1866, "points": 0, "lines": 0, "textures": 33, "geometries": 75, "frameMedianMs": 266.6999988555908, "open_transforms": [{"name": "door_arched_double_left", "rotation": [-0.0, -1.1, -0.0, "XYZ"]}, {"name": "door_arched_double_right", "rotation": [-0.0, 1.1, -0.0, "XYZ"]}]}, "window_shop": {"frame": 189, "calls": 4, "triangles": 1274, "points": 0, "lines": 0, "textures": 33, "geometries": 75, "frameMedianMs": 291.8999996185303, "open_transforms": [{"name": "window_shop_counter", "rotation": [1.5707963267948966, 0, -0.0, "XYZ"]}]}, "dormer": {"frame": 248, "calls": 9, "triangles": 2766, "points": 0, "lines": 0, "textures": 33, "geometries": 75, "frameMedianMs": 303}, "tavern_sign": {"frame": 279, "calls": 5, "triangles": 1294, "points": 0, "lines": 0, "textures": 33, "geometries": 75, "frameMedianMs": 279.29999923706055}, "bressummer_1m": {"frame": 312, "calls": 2, "triangles": 506, "points": 0, "lines": 0, "textures": 33, "geometries": 75, "frameMedianMs": 264.6999988555908}, "ridge_tile_round": {"frame": 344, "calls": 3, "triangles": 110, "points": 0, "lines": 0, "textures": 33, "geometries": 75, "frameMedianMs": 216.20000076293945}}, "errors": ["Cannot create property 'textContent' on string ''"], "performance_note": "Chromium SwiftShader software WebGL; frame timing is capture-host evidence, not a device benchmark."}

--- git diff --stat (/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791414621-9442c3) ---
(no changes)
{"type": "result", "is_error": false, "result": "### Visual Verdict: REVISE\n\nBlocked on you: nothing.\n\nAll 29 atom cells are populated and under strict triangle ceilings. Neutral light paint targets on doors/sign are respected. Excluding the known dormer face gap and oversized ridge mortar, five visible defects remain:\n\n| # | Atom | Severity | Evidence | Measurable correction |\n|---|---|---|---|---|\n| 1 | `chimney_stone` | **Major** | `chimney_stone.png` shows smooth, uniform ashlar blocks stacked in neat grid; reference `sheet.png` (detail 1 & 2) requires rough rubble/fieldstone masonry with organic mortar lines. | Displace masonry vertices by `\u00b10.03m` to break straight coursing, subdivide brick faces, and bevel vertical joints. |\n| 2 | `bressummer_1m` | **Major** | `bressummer_1m.png` vine relief terminates abruptly mid-curve at both left and right edges; cannot tile cleanly across multiple adjacent 1m instances. | Align start/end vine curves so Z/Y coordinates and derivatives match at `x = 0.0m` and `x = 1.0m`. |\n| 3 | `joist_end` | **Minor** | `kit_sheet.png` cell (1, 5) end cap displays circular concentric lathe rings instead of radial wood end-grain/heartwood checking seen in reference beam ends. | Replace concentric ring normal/texture map with radial cross-cut heartwood grain rays. |\n| 4 | `ridge_tile_round` | **Major** | `kit_sheet.png` cell (4, 2) shows an isolated single-tile cap with thick unseated bed mortar; does not exhibit the stepped lap joint visible in reference panel 3. | Add a 15% longitudinal lap recess/flange (`0.05m`) to allow seamless end-to-end overlap chaining. |\n| 5 | `corner_stone` | **Minor** | `kit_sheet.png` cell (5, 6) shows a sharp, pristine monolithic cuboid with faint flat texture, unlike the chiseled, weathered quoins at wall bases in reference 1 & 2. | Add chamfer/roughness bevel of `0.02m` along exposed outer edges with subtle surface vertex noise (`0.01m`). |", "modelUsage": {"forge:build-gemini-38flash": {"inputTokens": 23926, "outputTokens": 1157, "cacheReadInputTokens": 15597, "cacheCreationInputTokens": 0, "webSearchRequests": 0, "contextWindow": 1000000, "maxOutputTokens": 32000, "thinkingTokens": 0, "canonicalModel": "forge:build-gemini-38flash", "provider": "firstParty", "cliEstimatedCostUSD": 0.15635349999999998, "costBasis": "provider-settlement-unverified"}}, "session_id": "aef87b3a-fce9-42e2-a8de-d50e26d3a13a", "worktree": "/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791414621-9442c3", "branch": "task/1791414621-9442c3", "items": {"num_turns": 8, "subtype": "success", "served_models": ["gemini-3.8-flash"], "billing_source": "unverified"}}
runtime_all.png
runtime_bressummer_1m.png
runtime_door_arched_double.png
runtime_door_arched_double_open.png
runtime_dormer.png
runtime_dormer_rear_clay.png
runtime_ridge_tile_round.png
runtime_tavern_sign.png
runtime_window_leaded.png
runtime_window_leaded_open.png
runtime_window_shop.png
runtime_window_shop_open.png
INFO gpu_gate: gpu slot acquired by blender (pid 3941, 6000 MiB, batch)

hook: PreToolUse
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 succeeded in 125078ms:
sources/rough_wood_nor_gl_1k.png
sources/rough_wood_arm_1k.png

context compacted
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exec
/bin/bash -lc 'pwd; git status --short' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 M ../../browse/buildings.html
 M ../provenance.jsonl
 M ../../site/progress.json
?? ../breton-atom-kit-v2/PROMPT.txt
?? ../breton-atom-kit-v2/WORK.md
?? ../breton-atom-kit-v2/audit.json
?? ../breton-atom-kit-v2/browser_check.py
?? ../breton-atom-kit-v2/build.log
?? ../breton-atom-kit-v2/build_evidence.json
?? ../breton-atom-kit-v2/build_kit.py
?? ../breton-atom-kit-v2/evidence/
?? ../breton-atom-kit-v2/kit.json
?? ../breton-atom-kit-v2/materials.json
?? ../breton-atom-kit-v2/materials/
?? ../breton-atom-kit-v2/preflight.log
?? ../breton-atom-kit-v2/prepare_materials.py
?? ../breton-atom-kit-v2/revise_builder.py
?? ../breton-atom-kit-v2/runtime_check.json
?? ../breton-atom-kit-v2/sheet.jpg
?? ../breton-atom-kit-v2/source_materials.json
?? ../breton-atom-kit-v2/source_materials/
?? ../breton-atom-kit-v2/started.txt
?? ../breton-atom-kit-v2/validate_delivery.py
?? ../breton-atom-kit-v2/validation.json
?? ../breton-atom-kit-v2/viewer/
?? ../breton-atom-kit-v2/viewer_server.log
?? PROMPT.txt
?? SCOPE.md
?? audit.json
?? browser_check.log
?? browser_check.py
?? build_evidence.json
?? build_kit.py
?? critic_01.log
?? geometry.py
?? kit.json
?? materials.json
?? materials/
?? nbpro.log
?? preflight.py
?? render_kit.py
?? renders/
?? revision_01/
?? runtime_check.json
?? shelf.py
?? sources/
?? started.txt
?? texture_evidence.json
?? viewer/
?? viewer_server.log
?? wooden_planks_diff_1k.jpg
?? ../modern-atom-kit-v1/PROMPT.txt
?? ../modern-atom-kit-v1/WORK.md
?? ../modern-atom-kit-v1/audit.json
?? ../modern-atom-kit-v1/browser.log
?? ../modern-atom-kit-v1/browser_check.py
?? ../modern-atom-kit-v1/build_evidence.json
?? ../modern-atom-kit-v1/build_kit.py
?? ../modern-atom-kit-v1/build_kit_revision1.py
?? ../modern-atom-kit-v1/cards/
?? ../modern-atom-kit-v1/critic_revision1.log
?? ../modern-atom-kit-v1/critic_revision1.md
?? ../modern-atom-kit-v1/geometry.py
?? ../modern-atom-kit-v1/kit.json
?? ../modern-atom-kit-v1/make_sheets.py
?? ../modern-atom-kit-v1/materials.json
?? ../modern-atom-kit-v1/materials/
?? ../modern-atom-kit-v1/materials_build.log
?? ../modern-atom-kit-v1/nbpro.log
?? ../modern-atom-kit-v1/preflight.py
?? ../modern-atom-kit-v1/prepare_materials.py
?? ../modern-atom-kit-v1/prepare_materials_revision1.py
?? ../modern-atom-kit-v1/runtime_check.json
?? ../modern-atom-kit-v1/server.log
?? ../modern-atom-kit-v1/started.txt
?? ../modern-atom-kit-v1/uv_check.py
?? ../modern-atom-kit-v1/uv_validation.json
?? ../modern-atom-kit-v1/viewer/
?? ../../omg/kit/building/briefs/S3.md
?? ../../tools/sync_building.sh

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exec
/bin/bash -lc 'tail -n 12 build_kit.py; tail -n 10 critic_01.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
for o in OBJECTS:o.select_set(True)
bpy.ops.export_scene.gltf(filepath=str(ROOT/'kit.glb'),export_format='GLB',use_selection=True,export_apply=True,export_yup=False,export_materials='EXPORT',export_texcoords=True,export_normals=True,export_tangents=True,export_cameras=False,export_lights=False)
data=(ROOT/'kit.glb').read_bytes();ln=struct.unpack_from('<I',data,12)[0];gl=json.loads(data[20:20+ln]);assert not gl.get('images') and not gl.get('textures')
roots=[gl['nodes'][i] for i in gl['scenes'][gl.get('scene',0)]['nodes']];assert {n['name'] for n in roots}==set(LIMITS)
assert all(not any(k in n for k in ['translation','rotation','scale','matrix']) for n in roots)
kitdoc={'schema':'forge.atom-kit.v1','units':'metres','up':'+Y','facade_outward':'+Z','facade_horizontal':'+X','uv_rule':'Metric UV0 divided by shelf physical repeat. Oak grain follows each structural member. No extra texture repeat at runtime.','atoms':entries,'total_triangles':sum(e['triangles'] for e in entries),'glb_bytes':len(data),'material_binding':'materials.json','images_embedded':0,'provenance':{'geometry':'Original procedural authoring from supplied sheet.png; helper structure adapted from adjacent read-only Breton kit.','textures':'Poly Haven CC0; see materials.json'}}
(ROOT/'kit.json').write_text(json.dumps(kitdoc,indent=2))
(ROOT/'build_evidence.json').write_text(json.dumps({'builder_sha256':hashlib.sha256(Path(__file__).read_bytes()).hexdigest(),'glb_sha256':hashlib.sha256(data).hexdigest(),'seconds_before_render':time.time()-START},indent=2))
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'kit.blend'))
print('EXPORT_COMPLETE',len(entries),kitdoc['total_triangles'],len(data),flush=True)
if '--geometry-only' not in sys.argv:
 exec(compile((ROOT/'render_kit.py').read_text(),str(ROOT/'render_kit.py'),'exec'))

--- git diff --stat (/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791414621-9442c3) ---
(no changes)
{"type": "result", "is_error": false, "result": "### Visual Verdict: REVISE\n\nBlocked on you: nothing.\n\nAll 29 atom cells are populated and under strict triangle ceilings. Neutral light paint targets on doors/sign are respected. Excluding the known dormer face gap and oversized ridge mortar, five visible defects remain:\n\n| # | Atom | Severity | Evidence | Measurable correction |\n|---|---|---|---|---|\n| 1 | `chimney_stone` | **Major** | `chimney_stone.png` shows smooth, uniform ashlar blocks stacked in neat grid; reference `sheet.png` (detail 1 & 2) requires rough rubble/fieldstone masonry with organic mortar lines. | Displace masonry vertices by `\u00b10.03m` to break straight coursing, subdivide brick faces, and bevel vertical joints. |\n| 2 | `bressummer_1m` | **Major** | `bressummer_1m.png` vine relief terminates abruptly mid-curve at both left and right edges; cannot tile cleanly across multiple adjacent 1m instances. | Align start/end vine curves so Z/Y coordinates and derivatives match at `x = 0.0m` and `x = 1.0m`. |\n| 3 | `joist_end` | **Minor** | `kit_sheet.png` cell (1, 5) end cap displays circular concentric lathe rings instead of radial wood end-grain/heartwood checking seen in reference beam ends. | Replace concentric ring normal/texture map with radial cross-cut heartwood grain rays. |\n| 4 | `ridge_tile_round` | **Major** | `kit_sheet.png` cell (4, 2) shows an isolated single-tile cap with thick unseated bed mortar; does not exhibit the stepped lap joint visible in reference panel 3. | Add a 15% longitudinal lap recess/flange (`0.05m`) to allow seamless end-to-end overlap chaining. |\n| 5 | `corner_stone` | **Minor** | `kit_sheet.png` cell (5, 6) shows a sharp, pristine monolithic cuboid with faint flat texture, unlike the chiseled, weathered quoins at wall bases in reference 1 & 2. | Add chamfer/roughness bevel of `0.02m` along exposed outer edges with subtle surface vertex noise (`0.01m`). |", "modelUsage": {"forge:build-gemini-38flash": {"inputTokens": 23926, "outputTokens": 1157, "cacheReadInputTokens": 15597, "cacheCreationInputTokens": 0, "webSearchRequests": 0, "contextWindow": 1000000, "maxOutputTokens": 32000, "thinkingTokens": 0, "canonicalModel": "forge:build-gemini-38flash", "provider": "firstParty", "cliEstimatedCostUSD": 0.15635349999999998, "costBasis": "provider-settlement-unverified"}}, "session_id": "aef87b3a-fce9-42e2-a8de-d50e26d3a13a", "worktree": "/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791414621-9442c3", "branch": "task/1791414621-9442c3", "items": {"num_turns": 8, "subtype": "success", "served_models": ["gemini-3.8-flash"], "billing_source": "unverified"}}

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/bin/bash -lc "ssh root@5.9.10.114 'tail -n 8 /root/fal-author/medieval-atom-kit-v1/build_v2.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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01:18.314  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_timber.png'
01:29.920  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_roof.png'
01:41.501  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_props.png'
01:52.130  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/clay_check.png'
01:59.172  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/reverse_check.png'
RENDERS_COMPLETE

Blender quit

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/bin/bash -lc "rg -n 'bressummer|def ridge|joist_end|corner_stone|kitTransforms|casement_|status.text' build_kit.py viewer/index.html; cat browser_check.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
build_kit.py:16:LIMITS={'brace_storey':400,'brace_straight':200,'bressummer_1m':600,'joist_end':80,'jetty_bracket':400,'peg_cluster':40,'window_leaded':2500,'window_leaded_stone':2500,'window_small':1200,'door_plank':3000,'door_arched_double':3500,'window_shop':2500,**{f'tile_{s}':30 for s in 'abcd'},'tile_strip_a':240,'tile_strip_b':240,'roof_underlay':12,'ridge_tile_round':150,'verge_board_1m':80,'rafter_end':60,'dormer':6000,'chimney_stone':2500,'tavern_sign':2000,'lantern_iron':600,'bench_wood':400,'barrel':600,'corner_stone':80}
build_kit.py:67:g=Mesh('bressummer_1m');box(g,(0,-.13,-.09),(1,.26,.18),OAK,.008)
build_kit.py:75:g=Mesh('joist_end');poly=[(-.085,0),(.085,0),(.085,-.16),(.052,-.19),(-.052,-.19),(-.085,-.16)];prism(g,poly,[0,.45],OAK)
build_kit.py:130:  cw=w/count-.004;leaf=Mesh(name+('_casement_left' if j==0 else '_casement_right'));casement(leaf,cw,h-.008)
build_kit.py:212:def ridge(g,c=(0,0,0),rot=None,length=.30):
build_kit.py:272:finish(g,'Dormer front bottom centre at intersection with main roof; +Z toward eaves.',extra={'main_roof_pitch_degrees':55,'main_roof_plane':'Y = -Z * tan(55 degrees)','roof_cut_polygon_XZ':[[-half,0],[half,0],[half,-eave/slope],[0,back],[-half,-eave/slope]],'roof_cut_note':'Cut all main-roof decking and tiles within polygon. Cheek bottom and rear roof edges follow main roof plane. Do not place intact main roof through dormer.','casement_clear_metres':[.45,.55]})
build_kit.py:355:g=Mesh('corner_stone');box(g,(0,0,0),(.5,.3,.5),STONE,.018);finish(g,'Block centre, Y vertical; alternate bonding with generated stone courses.',extra={'size_metres':[.5,.3,.5]})
viewer/index.html:8:function apply(){group.traverse(o=>{if(o.isMesh){o.userData.mat??=o.material;o.material=clayOn?cm:o.userData.mat;}if(o.name.includes('_casement_'))o.rotation.y=open?(o.name.endsWith('right')?.85:-.85):0;if(o.name==='door_plank_leaf'||o.name==='door_arched_double_left')o.rotation.y=open?-1.1:0;if(o.name==='door_arched_double_right')o.rotation.y=open?1.1:0;if(o.name==='window_shop_counter')o.rotation.x=open?Math.PI/2:0;});}
viewer/index.html:11:kit.atoms.forEach(a=>{let o=document.createElement('option');o.value=o.textContent=a.node_name;pick.append(o);});pick.onchange=()=>show(pick.value);motion.onclick=()=>{open=!open;motion.textContent=open?'Close moving parts':'Open moving parts';apply();};clay.onclick=()=>{clayOn=!clayOn;apply();};rear.onclick=()=>{reverse=!reverse;frame();};show('all');const times=[];let last=performance.now();renderer.setAnimationLoop(()=>{let now=performance.now();times.push(now-last);if(times.length>120)times.shift();last=now;controls.update();renderer.render(scene,camera);});window.__KIT_QA__={ready:true,atoms:Object.keys(masters),materialNames:Object.keys(materials),embeddedTextures:0,textureGpuBytesEstimate:texBytes,renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER)};window.kitView=show;window.kitOpen=v=>{open=v;apply();};window.kitClay=v=>{clayOn=v;apply();};window.kitRear=v=>{reverse=v;frame();};window.kitMetrics=()=>({...renderer.info.render,textures:renderer.info.memory.textures,geometries:renderer.info.memory.geometries,frameMedianMs:[...times].sort((a,b)=>a-b)[Math.floor(times.length/2)]});window.kitTransforms=()=>{let a=[];group.traverse(o=>{if(o.name.includes('_casement_')||o.name.includes('_leaf')||o.name.endsWith('_counter')||o.name==='door_arched_double_left'||o.name==='door_arched_double_right')a.push({name:o.name,rotation:o.rotation.toArray()});});return a;};status.textContent=`${kit.atoms.length} atoms · ${kit.total_triangles.toLocaleString()} triangles · drag to orbit`;
import asyncio,json
from pathlib import Path
from playwright.async_api import async_playwright
async def main():
 async with async_playwright() as p:
  browser=await p.chromium.launch(headless=True,args=['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader'])
  page=await browser.new_page(viewport={'width':1600,'height':1100},device_scale_factor=1)
  errors=[];page.on('pageerror',lambda e:errors.append(str(e)))
  await page.goto('http://127.0.0.1:18789/viewer/')
  await page.wait_for_function('window.__KIT_QA__?.ready',timeout=120000)
  await page.wait_for_timeout(1200);await page.screenshot(path='runtime_all.png');qa=await page.evaluate('window.__KIT_QA__');qa['all_metrics']=await page.evaluate('window.kitMetrics()');qa['captures']={}
  for name in ['window_leaded','door_arched_double','window_shop','dormer','tavern_sign','bressummer_1m','ridge_tile_round']:
   await page.evaluate('(n)=>window.kitView(n)',name);await page.wait_for_timeout(350);await page.screenshot(path=f'runtime_{name}.png');qa['captures'][name]=await page.evaluate('window.kitMetrics()')
   if name in ['window_leaded','door_arched_double','window_shop']:
    await page.evaluate('window.kitOpen(true)');await page.wait_for_timeout(200);await page.screenshot(path=f'runtime_{name}_open.png');qa['captures'][name]['open_transforms']=await page.evaluate('window.kitTransforms()');await page.evaluate('window.kitOpen(false)')
  await page.evaluate("window.kitView('dormer');window.kitRear(true);window.kitClay(true)");await page.wait_for_timeout(300);await page.screenshot(path='runtime_dormer_rear_clay.png')
  qa['errors']=errors;qa['performance_note']='Chromium SwiftShader software WebGL; frame timing is capture-host evidence, not a device benchmark.';Path('runtime_check.json').write_text(json.dumps(qa,indent=2));print(json.dumps(qa));await browser.close()
asyncio.run(main())

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/bin/bash -lc "rsync -az root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/ ./ --exclude='sources' --exclude='*.log' --exclude='kit.blend1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "sed -n '1,110p' build_kit.py; sed -n '208,244p' build_kit.py; cat viewer/index.html; cat materials.json | head -n 50" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
"""Deterministic late-medieval atom kit. Blender 5.2, Y-up authored / export_yup=False.
Run: blender -b --factory-startup --python-exit-code 1 --python build_kit.py
Sources: sources/ CC0 registered scans. See materials.json. -- --geometry-only skips renders.
"""
import bpy,bmesh,math,json,sys,time,hashlib,struct,random
from pathlib import Path
from mathutils import Vector,Matrix
ROOT=Path(__file__).resolve().parent;sys.path.insert(0,str(ROOT));START=time.time()
import geometry as G
from geometry import Mesh,box,prism,cyl,tube
import shelf
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials):bpy.data.materials.remove(m)
G.MATS,SHELF=shelf.build();G.TILES=shelf.TILES
OAK=2;GREY=3;STONE=9;IRON=10;GLASS=11;CLAY=7
LIMITS={'brace_storey':400,'brace_straight':200,'bressummer_1m':600,'joist_end':80,'jetty_bracket':400,'peg_cluster':40,'window_leaded':2500,'window_leaded_stone':2500,'window_small':1200,'door_plank':3000,'door_arched_double':3500,'window_shop':2500,**{f'tile_{s}':30 for s in 'abcd'},'tile_strip_a':240,'tile_strip_b':240,'roof_underlay':12,'ridge_tile_round':150,'verge_board_1m':80,'rafter_end':60,'dormer':6000,'chimney_stone':2500,'tavern_sign':2000,'lantern_iron':600,'bench_wood':400,'barrel':600,'corner_stone':80}
META={};OBJECTS=[]
def finish(g,origin,opening=None,extra=None,parent=None,loc=(0,0,0)):
 ob=g.finish();ob.parent=parent;ob.location=loc;OBJECTS.append(ob)
 if parent:return ob
 META[g.name]={'node_name':g.name,'origin_rule':origin}
 if opening:META[g.name]['opening']={'width':opening[0],'height':opening[1],'wall_thickness':opening[2],'bottom_center':[0,0,0]}
 if extra:META[g.name].update(extra)
 return ob

def beam(g,a,b,w,d,m=OAK,bevel=.008):
 a=Vector(a);b=Vector(b);v=b-a;g.grain=v.normalized()
 box(g,(a+b)/2,(w,d,v.length),m,bevel,v.to_track_quat('Z','Y').to_matrix());g.grain=Vector((1,0,0))

def ribbon(g,points,width,depth,m=OAK,n=8):
 # Rectangular chamfered sweep in facade XY, closed end caps, shared rings.
 pts=[Vector(p) for p in points];vs=[]
 for j,p in enumerate(pts):
  t=(pts[min(j+1,len(pts)-1)]-pts[max(j-1,0)]).normalized();side=Vector((-t.y,t.x,0));z=Vector((0,0,1));w=width/2;d=depth/2;b=min(.008,w*.25)
  for u,v in [(-w+b,-d),(w-b,-d),(w,-d+b),(w,d-b),(w-b,d),(-w+b,d),(-w,d-b),(-w,-d+b)]:vs.append(p+side*u+z*v)
 fs=[tuple(range(n-1,-1,-1)),tuple(range((len(pts)-1)*n,len(pts)*n))]
 for j in range(len(pts)-1):
  for k in range(n):fs.append((j*n+k,j*n+(k+1)%n,(j+1)*n+(k+1)%n,(j+1)*n+k))
 g.grain=(pts[-1]-pts[0]).normalized();g.add(vs,fs,m);g.grain=Vector((1,0,0))

def sweep(g,pts,r,m=IRON,n=5):
 pts=[Vector(p) for p in pts];vs=[]
 for j,p in enumerate(pts):
  t=pts[min(j+1,len(pts)-1)]-pts[max(j-1,0)];q=t.to_track_quat('Z','Y')
  vs += [p+q@Vector((r*math.cos(k*math.tau/n),r*math.sin(k*math.tau/n),0)) for k in range(n)]
 fs=[tuple(range(n-1,-1,-1)),tuple(range((len(pts)-1)*n,len(pts)*n))]
 fs += [(j*n+k,j*n+(k+1)%n,(j+1)*n+(k+1)%n,(j+1)*n+k) for j in range(len(pts)-1) for k in range(n)]
 g.add(vs,fs,m,True)

def peg(g,x,y,z=.007,r=.018,n=6):cyl(g,(x,y,z-.015),(x,y,z+.013),r,OAK,n)
def ring(g,c,r,small=.009,m=IRON,n=12,axis='z'):
 pts=[(c[0]+r*math.cos(i*math.tau/n),c[1]+r*math.sin(i*math.tau/n),c[2]) for i in range(n+1)]
 if axis=='x':pts=[(c[0],c[1]+r*math.sin(i*math.tau/n),c[2]+r*math.cos(i*math.tau/n)) for i in range(n+1)]
 sweep(g,pts,small,m,4)
# Brace endpoints occupy the stated panel, face flush Z=0; plaster face Z=-.025.
for name,w,curved in [('brace_storey',1.2,True),('brace_straight',1.0,False)]:
 g=Mesh(name);pts=[]
 for j in range(13 if curved else 2):
  t=j/(12 if curved else 1);pts.append((-.5*w+.07+(w-.14)*t+(.16*math.sin(math.pi*t) if curved else 0),.07+2.26*t,-.082))
 ribbon(g,pts,.14,.164)
 for p in [pts[0],pts[-1]]:peg(g,p[0],p[1],.002,.016)
 finish(g,'Panel bottom centre. Timber face Z=0; mirror X for opposite hand.',extra={'panel_metres':[w,2.4],'attachment_centres':[list(pts[0]),list(pts[-1])],'infill_front_z':-.025})
g=Mesh('peg_cluster')
for x,y in [(-.034,-.028),(.034,.028)]:peg(g,x,y,0,.015,5)
finish(g,'Joint centre at timber face. Two tapered-looking octagonal end pegs; axis Z.')
# Carved low-relief vine on continuous beam with moulded top and bottom beads.
g=Mesh('bressummer_1m');box(g,(0,-.13,-.09),(1,.26,.18),OAK,.008)
for y in [-.023,-.237]:box(g,(0,y,.004),(1,.022,.024),OAK,.004)
for off in [-.32,0,.32]:
 pts=[(off-.15+.30*k/12,-.13+.050*math.sin(k*math.tau/12),.007) for k in range(13)];sweep(g,pts,.010,OAK,4)
 for sign in [-1,1]:
  x=off+sign*.07;poly=[(x,-.12),(x+sign*.045,-.065),(x+sign*.060,-.067),(x+sign*.052,-.104)]
  prism(g,poly,[.007,.020],OAK)
finish(g,'Top back/front reference: X endpoints ±0.5, Y=0 top, Z=0 timber face.',extra={'length_metres':1,'butt_join':'Repeat every 1.0 X; carving ends inside segment.'})
g=Mesh('joist_end');poly=[(-.085,0),(.085,0),(.085,-.16),(.052,-.19),(-.052,-.19),(-.085,-.16)];prism(g,poly,[0,.45],OAK)
# Three concentric cut-end growth lines, geometry-carried and budgeted.
for rad in [.022,.043,.064]:
 vs=[]
 for r in [rad,rad+.0015]:vs += [(r*math.cos(k*math.tau/8),-.088+r*math.sin(k*math.tau/8),.4503) for k in range(8)]
 g.add(vs,[(k,(k+1)%8,(k+1)%8+8,k+8) for k in range(8)],GREY)
finish(g,'Back top centre at wall; projects Z=0..0.45.',extra={'projection_metres':.45,'end_grain':'Three growth rings at projecting cut face.'})
g=Mesh('jetty_bracket')
# Shaped knee lies in YZ, flush bearing beneath jetty.
poly=[(0,0),(.47,0),(.46,-.13),(.37,-.15),(.27,-.24),(.18,-.40),(.12,-.65),(0,-.68)]
vs=[(x,y,z) for x in [-.085,.085] for z,y in poly];n=len(poly);g.add(vs,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(j,(j+1)%n,(j+1)%n+n,j+n) for j in range(n)],OAK)
# Curved underside bead adds a hand-cut profile.
for x in [-.079,.079]:sweep(g,[(x,-.61,.105),(x,-.41,.165),(x,-.25,.255),(x,-.15,.375)],.016,OAK,5)
for y,z in [(-.10,.35),(-.53,.05)]:cyl(g,(-.091,y,z),(.091,y,z),.019,OAK,6)
finish(g,'Top at jetty underside Y=0; back plane Z=0; projects +Z 0.47; drops 0.68.')

# Casements: surround outside a true clear opening; moving leaves have hinge pivots.
def casement(g,w,h,offset=(0,0,0)):
 start=len(g.v);st=.025
 for x in [st/2,w-st/2]:beam(g,(x,0,0),(x,h,0),st,.047)
 for y in [st/2,h-st/2]:box(g,(w/2,y,0),(w-2*st,st,.047),OAK,.003)
 box(g,(w/2,h/2,-.015),(w-2*st,h-2*st,.007),GLASS,0)
 # Diamond lead came: clipped lines on both diagonals, no overrun through frame.
 lo=st;hi=w-st;bottom=st;top=h-st
 for slope in [-1.65,1.65]:
  intercept=bottom-abs(slope)*w
  while intercept<top+abs(slope)*w:
   candidates=[]
   for x in [lo,hi]:
    y=slope*x+intercept
    if bottom-1e-8<=y<=top+1e-8:candidates.append((x,y,.001))
   for y in [bottom,top]:
    x=(y-intercept)/slope
    if lo+1e-8<x<hi-1e-8:candidates.append((x,y,.001))
   if len(candidates)==2 and (Vector(candidates[1])-Vector(candidates[0])).length>.001:cyl(g,candidates[0],candidates[1],.0038,IRON,4)
   intercept+=.22 if h>.6 else .18
 g=Mesh('tile_strip_'+s)
 for j in range(8):tile(g,j+variant*11,((j-3.5)*.165,.0006*((j+variant)%3),0))
 finish(g,'Row midpoint at tile heads; nominal X span 1.32 m.',extra={'tiles':8,'row_width_metres':1.32,'gauge_metres':.10,'jitter':'Camber, internal edge offsets and sub-mm rise baked; outer span remains 1.32.'})
g=Mesh('roof_underlay');box(g,(0,-.0125,.5),(1,.025,1),8,0);finish(g,'Head centre, top face Y=0, X ±0.5, Z=0..1.',extra={'size_metres':[1,.025,1],'note':'Hidden dark deck; scale in X/Z to roof envelope, offset beneath tile undersides.'})
def ridge(g,c=(0,0,0),rot=None,length=.30):
 # Rounded crown blends into clay skirts following a steep roof.
 outline=[(-.15,-.185),(-.10,-.105)]
 outline += [(.075*math.cos(math.radians(a)),.075*math.sin(math.radians(a))-.020) for a in range(165,14,-15)]
 outline += [(.10,-.105),(.15,-.185)]
 profile=outline+[(z,y-.014) for z,y in reversed(outline)]
 vs=[Vector((x,y,z)) for x in [-length/2,length/2] for z,y in profile];count=len(profile)
 fs=[tuple(range(count-1,-1,-1)),tuple(range(count,2*count))]+[(j,(j+1)%count,(j+1)%count+count,j+count) for j in range(count)]
 if rot:vs=[rot@v for v in vs]
 g.add([v+Vector(c) for v in vs],fs,CLAY)
 for s in [-1,1]:
  pp=[(s*.118,-.156),(s*.15,-.200),(s*.15,-.187),(s*.118,-.143)]
  vv=[Vector((x,y,z)) for x in [-length/2,length/2] for z,y in pp]
  if rot:vv=[rot@v for v in vv]
  g.add([v+Vector(c) for v in vv],[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],STONE)
g=Mesh('ridge_tile_round');ridge(g);finish(g,'Centre along ridge X; bedding shoulders below Y=0.',extra={'length_metres':.30,'pitch_range_degrees':[50,60],'nominal_pitch_degrees':55,'spacing_metres':.285})
g=Mesh('verge_board_1m');box(g,(0,-.065,-.023),(1,.13,.046),OAK,.006);finish(g,'Top face Y=0, exterior Z=0, X endpoints ±0.5.')
g=Mesh('rafter_end');poly=[(0,0),(.43,-.13),(.46,-.19),(.39,-.235),(-.03,-.12)]
vs=[(x,y,z) for x in [-.052,.052] for z,y in poly];n=len(poly);g.add(vs,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(j,(j+1)%n,(j+1)%n+n,j+n) for j in range(n)],OAK)
finish(g,'Back top at eaves; pre-cut 17-degree tail, extends +Z; repeat 0.5 m along X.')
# Dormer with cheeks and roof tails clipped to the shared 55-degree main-roof plane.
g=Mesh('dormer');pitch=math.radians(55);slope=math.tan(pitch);half=.48;eave=.86;peak=eave+half*slope;back=-peak/slope
# Framed front opening consistent with window_small.
for s in [-1,1]:beam(g,(s*.27,.13,-.045),(s*.27,.68,-.045),.09,.14)
for y in [.095,.715]:box(g,(0,y,-.04),(.62,.07,.15),OAK,.006)
casement(g,.446,.546,(-.223,.134,-.055))
# Apron + gable infill sits back 25mm; construction beams stand proud.
box(g,(0,.030,-.10),(.86,.06,.15),4,.004)
for sign in [-1,1]:box(g,(sign*.365,.435,-.090),(.10,.79,.13),4,.002)
box(g,(0,.805,-.090),(.76,.11,.13),4,.002)
prism(g,[(-half,eave),(half,eave),(0,peak)],[-.13,-.025],5)
for s in [-1,1]:
 beam(g,(s*half,eave,.015),(0,peak,.015),.075,.095)
<!doctype html><html><head><meta charset="utf-8"><title>Medieval atom kit</title><style>body{margin:0;background:#d9d8d4;color:#302b25;font:14px system-ui}header{position:absolute;top:22px;left:28px;z-index:2}h1{font:500 23px Georgia;margin:0 0 8px}p{margin:5px 0 14px}select,button{padding:8px;background:#f3f0e8;border:1px solid #aaa397;border-radius:3px;color:#302b25}canvas{display:block}#status{position:absolute;bottom:15px;left:28px}</style><script type="importmap">{"imports":{"three":"./lib/three.module.js","three/addons/":"./lib/jsm/"}}</script></head><body><header><h1>Alsace · Normandy · Rhineland</h1><p>29 late-medieval construction atoms · metres · shared PBR shelf</p><select id="pick"><option value="all">All atoms</option></select> <button id="motion">Open moving parts</button> <button id="clay">Clay</button> <button id="rear">Rear view</button></header><div id="status">Loading…</div><script type="module">
import * as T from 'three';import{GLTFLoader}from'three/addons/loaders/GLTFLoader.js';import{OrbitControls}from'three/addons/controls/OrbitControls.js';
const renderer=new T.WebGLRenderer({antialias:true});renderer.setSize(innerWidth,innerHeight);renderer.setPixelRatio(devicePixelRatio);renderer.setClearColor(0xd9d8d4);renderer.toneMapping=T.ACESFilmicToneMapping;renderer.toneMappingExposure=1;renderer.shadowMap.enabled=true;renderer.shadowMap.type=T.PCFSoftShadowMap;document.body.append(renderer.domElement);const scene=new T.Scene(),camera=new T.PerspectiveCamera(33,innerWidth/innerHeight,.01,200),controls=new OrbitControls(camera,renderer.domElement);scene.add(new T.HemisphereLight(0xe4eeff,0x867962,2.2));const sun=new T.DirectionalLight(0xffeed8,3.4);sun.position.set(-6,12,9);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);Object.assign(sun.shadow.camera,{left:-20,right:20,top:20,bottom:-20,near:.1,far:50});sun.shadow.bias=-.0001;scene.add(sun);scene.add(new T.DirectionalLight(0xe4eaff,.6));
const shelf=await(await fetch('../materials.json')).json(),kit=await(await fetch('../kit.json')).json(),loader=new T.TextureLoader(),materials={};let texBytes=0;
for(const[name,d]of Object.entries(shelf.materials)){const maps={};for(const[k,path]of Object.entries(d.maps)){let t=await loader.loadAsync('../'+path);t.wrapS=t.wrapT=T.RepeatWrapping;t.flipY=false;t.colorSpace=k==='BaseColor'?T.SRGBColorSpace:T.NoColorSpace;t.anisotropy=Math.min(8,renderer.capabilities.getMaxAnisotropy());maps[k]=t;texBytes+=t.image.width*t.image.height*4*4/3;}materials[name]=new T.MeshStandardMaterial({name,map:maps.BaseColor,normalMap:maps.Normal,aoMap:maps.ORM,roughnessMap:maps.ORM,metalnessMap:maps.ORM,roughness:1,metalness:1});}
const gltf=await new GLTFLoader().loadAsync('../kit.glb'),group=new T.Group();scene.add(group);const masters={};gltf.scene.children.forEach(o=>masters[o.name]=o);gltf.scene.traverse(o=>{if(o.isMesh){o.material=materials[o.material.name];if(!o.material)throw Error('Unknown material');o.castShadow=o.receiveShadow=true;}});
const floor=new T.Mesh(new T.PlaneGeometry(100,100),new T.MeshStandardMaterial({color:0xc7c3b9,roughness:1}));floor.rotation.x=-Math.PI/2;floor.position.y=-.024;floor.receiveShadow=true;scene.add(floor);const cm=new T.MeshStandardMaterial({color:0xaaaaaa,roughness:.8});let clayOn=false,open=false,reverse=false;
function apply(){group.traverse(o=>{if(o.isMesh){o.userData.mat??=o.material;o.material=clayOn?cm:o.userData.mat;}if(o.name.includes('_casement_'))o.rotation.y=open?(o.name.endsWith('right')?.85:-.85):0;if(o.name==='door_plank_leaf'||o.name==='door_arched_double_left')o.rotation.y=open?-1.1:0;if(o.name==='door_arched_double_right')o.rotation.y=open?1.1:0;if(o.name==='window_shop_counter')o.rotation.x=open?Math.PI/2:0;});}
function frame(){const box=new T.Box3().setFromObject(group),c=box.getCenter(new T.Vector3()),s=box.getSize(new T.Vector3());const distance=Math.max(s.y,s.x/camera.aspect,s.z*.60)*2.4+.3;camera.position.copy(c).add(new T.Vector3(pick.value==='tavern_sign'?.8:.20,pick.value==='all'?.8:.30,reverse?-1:1).normalize().multiplyScalar(distance));controls.target.copy(c);controls.update();}
function show(name){pick.value=name;group.clear();const names=name==='all'?kit.atoms.map(a=>a.node_name):[name];names.forEach((n,i)=>{let o=masters[n].clone(true);const b=new T.Box3().setFromObject(o);o.position.x=name==='all'?(i%6)*2.9:0;o.position.y=-b.min.y;o.position.z=name==='all'?-Math.floor(i/6)*4:0;group.add(o);});apply();frame();}
kit.atoms.forEach(a=>{let o=document.createElement('option');o.value=o.textContent=a.node_name;pick.append(o);});pick.onchange=()=>show(pick.value);motion.onclick=()=>{open=!open;motion.textContent=open?'Close moving parts':'Open moving parts';apply();};clay.onclick=()=>{clayOn=!clayOn;apply();};rear.onclick=()=>{reverse=!reverse;frame();};show('all');const times=[];let last=performance.now();renderer.setAnimationLoop(()=>{let now=performance.now();times.push(now-last);if(times.length>120)times.shift();last=now;controls.update();renderer.render(scene,camera);});window.__KIT_QA__={ready:true,atoms:Object.keys(masters),materialNames:Object.keys(materials),embeddedTextures:0,textureGpuBytesEstimate:texBytes,renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER)};window.kitView=show;window.kitOpen=v=>{open=v;apply();};window.kitClay=v=>{clayOn=v;apply();};window.kitRear=v=>{reverse=v;frame();};window.kitMetrics=()=>({...renderer.info.render,textures:renderer.info.memory.textures,geometries:renderer.info.memory.geometries,frameMedianMs:[...times].sort((a,b)=>a-b)[Math.floor(times.length/2)]});window.kitTransforms=()=>{let a=[];group.traverse(o=>{if(o.name.includes('_casement_')||o.name.includes('_leaf')||o.name.endsWith('_counter')||o.name==='door_arched_double_left'||o.name==='door_arched_double_right')a.push({name:o.name,rotation:o.rotation.toArray()});});return a;};status.textContent=`${kit.atoms.length} atoms · ${kit.total_triangles.toLocaleString()} triangles · drag to orbit`;
</script></body></html>
{
  "schema": "forge.material-shelf.v1",
  "materials": {
    "Rubble_stone": {
      "tile_size_metres": 2.25,
      "maps": {
        "BaseColor": "materials/Rubble_stone/BaseColor.png",
        "Normal": "materials/Rubble_stone/Normal.png",
        "ORM": "materials/Rubble_stone/ORM.png"
      },
      "resolution": 1024,
      "wrap": "REPEAT",
      "normal_convention": "OpenGL +Y",
      "ORM_channels": {
        "R": "occlusion",
        "G": "roughness",
        "B": "metallic"
      },
      "height_map": "materials/Rubble_stone/Height.png",
      "height_encoding": "16-bit grayscale linear",
      "displacement_scale_metres": 0.065,
      "displacement_bias_metres": 0,
      "height_repeat_metres": 2.25
    },
    "Rubble_stone_dark": {
      "tile_size_metres": 2.25,
      "maps": {
        "BaseColor": "materials/Rubble_stone_dark/BaseColor.png",
        "Normal": "materials/Rubble_stone_dark/Normal.png",
        "ORM": "materials/Rubble_stone_dark/ORM.png"
      },
      "resolution": 1024,
      "wrap": "REPEAT",
      "normal_convention": "OpenGL +Y",
      "ORM_channels": {
        "R": "occlusion",
        "G": "roughness",
        "B": "metallic"
      },
      "height_map": "materials/Rubble_stone_dark/Height.png",
      "height_encoding": "16-bit grayscale linear",
      "displacement_scale_metres": 0.065,
      "displacement_bias_metres": 0,
      "height_repeat_metres": 2.25
    },
    "Oak_frame": {
      "tile_size_metres": 1,
      "maps": {
        "BaseColor": "materials/Oak_frame/BaseColor.png",
        "Normal": "materials/Oak_frame/Normal.png",

hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse Completed
codex
The dormer now closes cleanly around its window, and the oak has more visible grain. I’m refining the repeat joints and checking that the casements, doors, and shop shutter open correctly in the browser viewer.
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '274,325p' build_kit.py; sed -n '1,180p' geometry.py; cat SCOPE.md; sed -n '1,180p' render_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
g=Mesh('chimney_stone');rng=random.Random(820)
# Recessed mortar core and six irregular rubble solids per staggered course.
box(g,(0,.972,0),(.866,1.944,.664),1,0)
for row in range(9):
 cuts=[-.45,-.16+rng.uniform(-.055,.055),.16+rng.uniform(-.055,.055),.45]
 for side in [-1,1]:
  for k in range(3):
   x0=cuts[k]+(.004 if k else 0);x1=cuts[k+1]-(.004 if k<2 else 0);y0=row*.216+.005;y1=(row+1)*.216-.005
   c1=rng.uniform(.012,.027);c2=rng.uniform(.009,.025)
   poly=[(x0+c1,y0),(x1-c2,y0+rng.uniform(0,.007)),(x1,y0+c2),(x1,y1-c1),(x1-c1,y1),(x0+c2,y1-rng.uniform(0,.005)),(x0,y1-c2),(x0,y0+c1)]
   prism(g,poly,[.003,.35] if side>0 else [-.35,-.003],STONE)
box(g,(0,1.98,0),(.96,.072,.76),STONE,.012);box(g,(0,2.047,0),(1.04,.062,.84),STONE,.009)
for x in [-.25,.25]:
 n=12;vs=[]
 for y,r in [(2.078,.123),(2.105,.128),(2.425,.105),(2.452,.126),(2.49,.124),(2.50,.111),(2.50,.084),(2.14,.080)]:vs += [(x+r*math.cos(k*math.tau/n),y,r*math.sin(k*math.tau/n)) for k in range(n)]
 fs=[]
 for j in range(7):fs += [(j*n+k,j*n+(k+1)%n,(j+1)*n+(k+1)%n,(j+1)*n+k) for k in range(n)]
 # Closed bottom beneath deep bore; hollow lip remains visibly open.
 fs += [tuple(range(n-1,-1,-1)),tuple(range(7*n,8*n))];g.add(vs,fs,CLAY,True)
finish(g,'Bottom centre; body 0.90 X × 0.70 Z, pots reach Y=2.50.',extra={'body_size_metres':[.9,.7],'total_height_metres':2.5,'construction':'9 irregular bed courses, dressed cap, two hollow clay pots.'})

# Tavern sign: bracket in YZ, sign plane YZ, readable on both street directions.
g=Mesh('tavern_sign');box(g,(0,.05,.025),(.10,.67,.05),IRON,.01)
sweep(g,[(0,.27,.05),(0,.27,1.0),(0,.23,1.05)],.018,IRON,6)
sweep(g,[(0,-.20,.05),(0,.17,.74)],.014,IRON,6)
for cz,cy,rad in [(.32,.07,.135),(.74,.12,.095)]:
 pts=[]
 for k in range(22):
  t=k/21;ang=-.6+t*math.pi*2;rr=rad*(1-.70*t);pts.append((0,cy+rr*math.cos(ang),cz+rr*math.sin(ang)))
 sweep(g,pts,.010,IRON,5)
for y in [-.21,.29]:cyl(g,(0,y,.045),(0,y,.055),.017,IRON,6)
parent=finish(g,'Wall mounting-plate centre; bracket projects +Z, board hangs in YZ plane.',extra={'board_child':'tavern_sign_board','hinge_axis':'+Z','projection_metres':1.08})
g=Mesh('tavern_sign_board')
# Curved heraldic board silhouette, extruded along X, neutral paint for tinting.
poly=[(-.40,-.11),(-.37,-.055),(-.22,-.012),(0,.025),(.22,-.012),(.37,-.055),(.40,-.11),(.40,-.63),(.24,-.70),(0,-.73),(-.24,-.70),(-.40,-.63)]
# poly coordinates are sign-local horizontal (Z) and Y.
vs=[(x,y,z) for x in [-.033,.033] for z,y in poly];n=len(poly);g.add(vs,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(j,(j+1)%n,(j+1)%n+n,j+n) for j in range(n)],13)
for x in [-.038,.038]:
 # Inset border and carved tankard emblem, real shallow relief on both sides.
 sweep(g,[(x,y*.92-.02,z*.92) for z,y in poly+[poly[0]]],.012,OAK,4)
 pp=[(-.12,-.24),(.10,-.24),(.085,-.48),(-.09,-.48)];vv=[(x+dx,y,z) for dx in [0,math.copysign(.012,x)] for z,y in pp];g.add(vv,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],OAK)
 sweep(g,[(x,-.27,.10),(x,-.28,.19),(x,-.40,.19),(x,-.43,.095)],.018,OAK,5)
 for y in [-.24,-.48]:sweep(g,[(x,y,-.13),(x,y,.11)],.012,OAK,4)
for z in [-.27,.27]:
 for y in [.02,.105]:ring(g,(0,y,z),.05,.007,IRON,10,axis='x')
finish(g,'',parent=parent,loc=(0,.06,.62))

g=Mesh('lantern_iron');box(g,(0,.19,.025),(.08,.25,.05),IRON,.007)
sweep(g,[(0,.27,.05),(0,.30,.16),(0,.28,.30),(0,.19,.32)],.011,IRON,6)
box(g,(0,-.055,.32),(.145,.25,.14),GLASS,0)
for x in [-.085,.085]:
 for z in [.24,.40]:cyl(g,(x,-.20,z),(x,.085,z),.009,IRON,5)
import bpy,bmesh,math
from mathutils import Vector,Matrix
MATS=[]
TILES=[]
class Mesh:
 def __init__(self,name):self.name=name;self.v=[];self.f=[];self.mi=[];self.uv=[];self.smooth=[]
 def add(self,verts,faces,mat,smooth=False,uv=None):
  vs=[Vector(v) for v in verts];off=len(self.v);self.v.extend(vs)
  for face in faces:
   self.f.append(tuple(off+j for j in face));self.mi.append(mat);self.smooth.append(smooth)
   if uv:self.uv.append([uv[j] for j in face]);continue
   normal=(vs[face[1]]-vs[face[0]]).cross(vs[face[2]]-vs[face[0]]).normalized()
   # Orthonormal surface basis preserves metres even on bevels and pitched roofs.
   if abs(normal.y)<.95:
    up=Vector((0,1,0));u=up.cross(normal).normalized();v=normal.cross(u).normalized()
   else:
    u=(Vector((1,0,0))-normal*normal.x).normalized();v=normal.cross(u)
    if v.z<0:v=-v
   if mat in (2,3,12,13):
    grain=getattr(self,'grain',Vector((1,0,0)));projected=grain-normal*grain.dot(normal)
    if projected.length>.1:u=projected.normalized();v=normal.cross(u).normalized()
    self.uv.append([(p.dot(u),p.dot(v)) for p in [vs[j] for j in face]])
   else:self.uv.append([(p.dot(u)/TILES[mat],p.dot(v)/TILES[mat]) for p in [vs[j] for j in face]])
 def finish(self):
  me=bpy.data.meshes.new(self.name);me.from_pydata(self.v,[],self.f);me.update();ob=bpy.data.objects.new(self.name,me);bpy.context.collection.objects.link(ob)
  for m in MATS:me.materials.append(m)
  uv=me.uv_layers.new(name='UVMap')
  for p,mi,coords,sm in zip(me.polygons,self.mi,self.uv,self.smooth):
   p.material_index=mi;p.use_smooth=sm
   for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bmesh.ops.triangulate(bm,faces=list(bm.faces));bm.to_mesh(me);bm.free();me.update()
  # Flat faces with bevel normals preserve the dressed silhouette without a modifier.
  return ob

def box(g,c,s,m,b=.01,rot=None):
 bm=bmesh.new();bmesh.ops.create_cube(bm,size=1)
 for v in bm.verts:v.co=Vector((v.co.x*s[0],v.co.y*s[1],v.co.z*s[2]))
 if b:bmesh.ops.bevel(bm,geom=list(bm.edges),offset=min(b,min(s)*.24),segments=1,affect='EDGES')
 bm.verts.ensure_lookup_table();bm.verts.index_update();vs=[v.co.copy() for v in bm.verts];fs=[tuple(v.index for v in f.verts) for f in bm.faces];bm.free()
 if rot:vs=[rot@v for v in vs]
 g.add([v+Vector(c) for v in vs],fs,m)

def prism(g,poly,depth,m,axis='z'):
 # Polygon in XY, extrusion along Z; optional rigid axis mapping by caller.
 vs=[(x,y,z) for z in depth for x,y in poly];n=len(poly)
 fs=[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
 if axis=='y':vs=[(x,z,y) for x,y,z in vs]
 g.add(vs,fs,m)

def cyl(g,a,b,r,m,n=8,r2=None):
 a=Vector(a);b=Vector(b);L=(b-a).length;q=(b-a).to_track_quat('Z','Y');r2=r if r2 is None else r2
 vs=[p+q@Vector((rr*math.cos(i*math.tau/n),rr*math.sin(i*math.tau/n),0)) for p,rr in [(a,r),(b,r2)] for i in range(n)]
 fs=[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
 g.add(vs,fs,m,True)

def tube(g,points,r,m,n=8):
 for a,b in zip(points,points[1:]):cyl(g,a,b,r,m,n)

# Medieval atom kit
Started 2026-10-08 01:00 CEST; checkpoint ceiling 04:00 CEST.
Deliver 29 reusable masters (requested exact names), independent articulated leaves, kit.glb, build_kit.py, kit.json, 14-material external PBR shelf, contact sheet and detail/clay/rear/runtime evidence. Reference: sheet.png. Breton builder read-only precedent.
Y-up, +Z exterior, +X facade; opening origin bottom centre at exterior plane. Geometry in metres, GLB no axis conversion. Windows fit clear opening; surrounds are outside it. Wall backs at Z=-0.20/-0.50.
Per-atom ceilings from brief; roof_underlay ceiling 12 triangles. Textures 1024 primary / 512 secondary, <=64 MB PNG shelf, no embedded GLB images. Draw calls <=95 for whole kit, no frame-rate claim on software renderer.
Cameras: overview grid, joinery close-up, roof/dormer, rear, material/clay and articulated runtime. Revision cap 3 with at most 2 critic passes each.
"""Reimport the delivered GLB and bind external maps; render reproducible QA views."""
import bpy,math,json,sys
from pathlib import Path
from mathutils import Vector
ROOT=Path(__file__).resolve().parent
SHELF=json.loads((ROOT/'materials.json').read_text())['materials']
scene=bpy.context.scene;bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials):bpy.data.materials.remove(m)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'kit.glb'))
masters={o.name:o for o in scene.objects if o.parent is None and o.type in ('MESH','EMPTY')}
for m in bpy.data.materials:
 if m.name not in SHELF:continue
 nt=m.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED')
 for kind in ['BaseColor','Normal','ORM']:
  tex=nt.nodes.new('ShaderNodeTexImage');tex.image=bpy.data.images.load(str(ROOT/SHELF[m.name]['maps'][kind]),check_existing=True);tex.image.colorspace_settings.name='sRGB' if kind=='BaseColor' else 'Non-Color';tex.extension='REPEAT'
  if kind=='BaseColor':nt.links.new(tex.outputs['Color'],bs.inputs['Base Color'])
  elif kind=='Normal':
   n=nt.nodes.new('ShaderNodeNormalMap');nt.links.new(tex.outputs['Color'],n.inputs['Color']);nt.links.new(n.outputs[0],bs.inputs['Normal'])
  else:
   sep=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(tex.outputs['Color'],sep.inputs[0]);nt.links.new(sep.outputs['Green'],bs.inputs['Roughness']);nt.links.new(sep.outputs['Blue'],bs.inputs['Metallic'])
scene.render.engine='CYCLES';scene.cycles.samples=32;scene.cycles.use_denoising=True
try:
 prefs=bpy.context.preferences.addons['cycles'].preferences;prefs.compute_device_type='OPTIX';prefs.get_devices()
 for d in prefs.devices:d.use=d.type!='CPU'
 scene.cycles.device='GPU'
except:scene.cycles.device='CPU'
scene.render.image_settings.file_format='PNG';scene.view_settings.view_transform='AgX'
scene.world.use_nodes=True;bg=scene.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.70,.77,.86,1);bg.inputs[1].default_value=.65
bpy.ops.object.light_add(type='AREA',location=(-4,-6,7));key=bpy.context.object;key.data.energy=1600;key.data.shape='DISK';key.data.size=4;key.rotation_euler=(-key.location).to_track_quat('-Z','Y').to_euler()
bpy.ops.object.light_add(type='AREA',location=(4,2,4));rim=bpy.context.object;rim.data.energy=800;rim.data.size=3;rim.rotation_euler=(-rim.location).to_track_quat('-Z','Y').to_euler()
bpy.ops.object.light_add(type='SUN');sun=bpy.context.object;sun.rotation_euler=(.45,-.4,-.5);sun.data.energy=1.2;sun.data.angle=.10
bpy.ops.mesh.primitive_plane_add(size=100,location=(0,0,-.02));floor=bpy.context.object;floor.name='STUDIO_floor'
mat=bpy.data.materials.new('STUDIO_floor');mat.use_nodes=True;mat.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.42,.43,.43,1);mat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.85;floor.data.materials.append(mat)
bpy.ops.object.camera_add();cam=bpy.context.object;scene.camera=cam;cam.data.type='ORTHO'
clay=bpy.data.materials.new('STUDIO_clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.42,.42,.42,1)
def parts(ob):return [ob]+list(ob.children_recursive)
def visible(ob,v):
 for o in parts(ob):o.hide_render=not v
for ob in masters.values():visible(ob,False)
def bounds(obs):
 bpy.context.view_layer.update();pts=[o.matrix_world@Vector(c) for ob in obs for o in parts(ob) if o.type=='MESH' for c in o.bound_box]
 return Vector([min(v[k] for v in pts) for k in range(3)]),Vector([max(v[k] for v in pts) for k in range(3)])
def render(name,obs,direction=(.28,-1,.40),res=(1400,1000),claymode=False):
 lo,hi=bounds(obs);target=(lo+hi)*.5;cam.location=target+Vector(direction).normalized()*30;cam.rotation_euler=(target-cam.location).to_track_quat('-Z','Y').to_euler()
 # Fit projected bbox corners, maintaining actual camera-plane aspect.
 bpy.context.view_layer.update();inv=cam.matrix_world.inverted();pp=[inv@(o.matrix_world@Vector(c)) for ob in obs for o in parts(ob) if o.type=='MESH' for c in o.bound_box]
 wx=max(p.x for p in pp)-min(p.x for p in pp);hy=max(p.y for p in pp)-min(p.y for p in pp)
 cam.data.ortho_scale=max(wx,hy*res[0]/res[1])*1.18
 scene.render.resolution_x=res[0];scene.render.resolution_y=res[1];scene.render.resolution_percentage=100
 scene.view_layers[0].material_override=clay if claymode else None;scene.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True);scene.view_layers[0].material_override=None
(ROOT/'renders').mkdir(exist_ok=True)
if '--details-only' not in sys.argv:
 for name,ob in masters.items():
  visible(ob,True);ob.location=(0,0,0);lo,hi=bounds([ob]);ob.location.z=-lo.z
  render('renders/'+name+'.png',[ob],(.85,-1,.50) if name=='tavern_sign' else (.28,-1,.42),(560,480))
  visible(ob,False);ob.location=(0,0,0)

def sheet(names,file,dir=(.22,-1,.32),cl=False):
 for ob in masters.values():visible(ob,False);ob.location=(0,0,0)
 x=0;obs=[]
 for name in names:
  ob=masters[name];visible(ob,True);lo,hi=bounds([ob]);ob.location=(x-lo.x,0,-lo.z);x+=hi.x-lo.x+.35;obs.append(ob)
 for ob in obs:ob.location.x-=x/2
 render(file,obs,dir,(1920,1100),cl)
sheet(['window_leaded','window_leaded_stone','window_small','door_plank','door_arched_double','window_shop'],'details_joinery.png')
sheet(['brace_storey','brace_straight','bressummer_1m','joist_end','jetty_bracket'],'details_timber.png')
sheet(['dormer','chimney_stone','tile_strip_a','ridge_tile_round'],'details_roof.png')
sheet(['tavern_sign','lantern_iron','barrel','bench_wood'],'details_props.png',(.65,-1,.38))
sheet(['door_arched_double','dormer','jetty_bracket','window_leaded'],'clay_check.png',cl=True)
sheet(['window_leaded_stone','door_plank','dormer','tavern_sign'],'reverse_check.png',(-.40,1,.40))
print('RENDERS_COMPLETE',flush=True)

hook: PreToolUse
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hook: PreToolUse
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exec
/bin/bash -lc "python3 - <<'PY'
import json
k=json.load(open('kit.json'))
print(k['total_triangles']);print([(a['node_name'],a['triangles']) for a in k['atoms'] if a['node_name'] in ['chimney_stone','ridge_tile_round','dormer']]);print(k['atoms'][6])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
16512
[('ridge_tile_round', 140), ('dormer', 3024), ('chimney_stone', 1988)]
{'node_name': 'window_leaded', 'origin_rule': 'Bottom centre of clear opening, exterior wall plane Z=0.', 'opening': {'width': 0.7, 'height': 1, 'wall_thickness': 0.2, 'bottom_center': [0, 0, 0]}, 'hinge_axis': '+Y', 'clear_opening_note': 'Outer surround extends outside opening. Generated studs align with outer jamb edges; do not add a second surround.', 'bounding_box': {'min': [-0.47, -0.0945, -0.2], 'max': [0.47, 1.09, 0.112]}, 'triangles': 1076, 'triangle_budget': 2500, 'materials': ['Leaded_glass', 'Oak_frame', 'Wrought_iron'], 'children': [{'node_name': 'window_leaded_casement_left', 'translation': [-0.3479999899864197, 0.004000000189989805, -0.04699999839067459], 'hinge_axis': '+Y', 'triangles': 428}, {'node_name': 'window_leaded_casement_right', 'translation': [0.3479999899864197, 0.004000000189989805, -0.04699999839067459], 'hinge_axis': '+Y', 'triangles': 428}]}

hook: PreToolUse
hook: PreToolUse
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exec
/bin/bash -lc "cat > /tmp/medieval_revision3.py <<'PY'
from pathlib import Path
p=Path('build_kit.py');s=p.read_text()
a=s.index('for off in [-.32,0,.32]:');b=s.index(\"g=Mesh('joist_end')\",a)
s=s[:a]+'''pts=[(-.5+k/36,-.13+.050*math.sin(k*math.tau/12),.007) for k in range(37)];sweep(g,pts,.010,OAK,4)
for off in [-1/3,0,1/3]:
 for sign in [-1,1]:
  x=off+sign*.06;poly=[(x,-.13),(x+sign*.020,-.083),(x+sign*.065,-.063),(x+sign*.055,-.102),(x+sign*.035,-.12),(x+sign*.012,-.135)]
  prism(g,poly,[.007,.020],OAK)
finish(g,'Top reference: X endpoints ±0.5, Y=0 top, Z=0 timber face.',extra={'length_metres':1,'butt_join':'Repeat every 1.0 X; vine endpoints at Y=-0.13, Z=0.007 with matching tangents.'})
'''+s[b:]
s=s.replace(\"for rad in [.022,.043,.064]:\", \"for rad in [.022,.043,.064]:\")
s=s.replace(\"(r*math.cos(k*math.tau/8),-.088+r*math.sin(k*math.tau/8),.4503)\",\"(r*(1+.13*math.sin(k*2.3))*math.cos(k*math.tau/8),-.088+r*(1+.10*math.cos(k*1.7))*math.sin(k*math.tau/8),.4503)\")
s=s.replace(\"finish(g,'Back top centre\", \"g.add([(-.010,-.085,.4505),(-.006,-.079,.4505),(-.061,-.041,.4505),(.012,-.103,.4505),(.016,-.100,.4505),(.036,-.173,.4505)],[(0,1,2),(3,4,5)],IRON)\\nfinish(g,'Back top centre\")
s=s.replace(\"Three growth rings at projecting cut face.\",\"Irregular growth rings and two fine drying checks at projecting cut face.\")
s=s.replace(\"vs=[Vector((x,y,z)) for x in [-length/2,length/2] for z,y in profile]\", \"vs=[Vector((x,y+(x/length)*.032,z)) for x in [-length/2,length/2] for z,y in profile]\")
s=s.replace(\"'spacing_metres':.285\", \"'spacing_metres':.255,'lap_metres':.045,'lap_rule':'Repeat in +X. Raised +X lip overlaps lowered -X end of next cap by 45 mm. Crown rises 32 mm along length.'\")
a=s.index('for row in range(9):');b=s.index('box(g,(0,1.98',a)
s=s[:a]+'''beds=[0]+[i*.162+rng.uniform(-.023,.023) for i in range(1,12)]+[1.944]
for row in range(12):
 cuts=[-.45,-.16+rng.uniform(-.105,.105),.16+rng.uniform(-.085,.085),.45]
 for side in [-1,1]:
  for k in range(3):
   x0=cuts[k]+(.007 if k else 0);x1=cuts[k+1]-(.007 if k<2 else 0);y0=beds[row]+.005;y1=beds[row+1]-.005
   c1=rng.uniform(.012,.032);c2=rng.uniform(.012,.027)
   poly=[(x0+c1,y0+rng.uniform(0,.009)),(x1-c2,y0+rng.uniform(0,.018)),(x1,y0+c2),(x1,y1-c1),(x1-c1,y1-rng.uniform(0,.011)),(x0+c2,y1-rng.uniform(0,.014)),(x0,y1-c2),(x0,y0+c1)]
   face=.35-rng.uniform(0,.008)
   prism(g,poly,[.003,face] if side>0 else [-face,-.003],STONE)
'''+s[b:]
s=s.replace('9 irregular bed courses','12 irregular bed courses')
s=s.replace(\"(.5,.3,.5),STONE,.018);finish\", \"(.5,.3,.5),STONE,.022);\\nfor i,v in enumerate(g.v):\\n for ax in range(3):\\n  limit=[.25,.15,.25][ax]\\n  if abs(v[ax])<limit-.0001:v[ax]+=random.Random(901+i*3+ax).uniform(-.006,.006)\\nfinish\")
p.write_text(s)
p=Path('viewer/index.html');s=p.read_text();s=s.replace(\"const floor=\", \"const moving=new Set(kit.atoms.flatMap(a=>(a.children||[]).map(c=>c.node_name)));\\nconst floor=\")
s=s.replace(\"if(o.name.includes('_casement_'))\", \"if(moving.has(o.name)&&o.name.includes('_casement_'))\")
a=s.index(\"if(o.name.includes('_casement_')||\");b=s.index('a.push(',a);s=s[:a]+\"if(moving.has(o.name))\"+s[b:]
s=s.replace('status.textContent=',\"document.getElementById('status').textContent=\")
s=s.replace('o.castShadow=o.receiveShadow=true;', 'o.castShadow=o.receiveShadow=true;o.frustumCulled=false;')
p.write_text(s)
PY
python3 /tmp/medieval_revision3.py
rsync -az build_kit.py root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 656ms:
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
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exec
/bin/bash -lc "ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python build_kit.py -- --reuse-shelf > build_v3.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 exited 1 in 2232ms:
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '355,415p' build_kit.py; tail -n 75 materials.json; cat audit.json | head -n 45; sed -n '175,208p' build_kit.py; sed -n '1,120p' shelf.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
 entry=META[ob.name];entry.update({'bounding_box':{'min':[round(min(v[k] for v in pts),6) for k in range(3)],'max':[round(max(v[k] for v in pts),6) for k in range(3)]},'triangles':tris,'triangle_budget':LIMITS[ob.name],'materials':sorted({o.data.materials[p.material_index].name for o in parts for p in o.data.polygons})})
 if ob.children:entry['children']=[{'node_name':o.name,'translation':list(o.location),'hinge_axis':'+X' if 'counter' in o.name else ('+Z' if 'board' in o.name else '+Y'),'triangles':len(o.data.polygons)} for o in ob.children]
 entries.append(entry)
assert set(META)==set(LIMITS)
bpy.ops.object.select_all(action='DESELECT')
for o in OBJECTS:o.select_set(True)
bpy.ops.export_scene.gltf(filepath=str(ROOT/'kit.glb'),export_format='GLB',use_selection=True,export_apply=True,export_yup=False,export_materials='EXPORT',export_texcoords=True,export_normals=True,export_tangents=True,export_cameras=False,export_lights=False)
data=(ROOT/'kit.glb').read_bytes();ln=struct.unpack_from('<I',data,12)[0];gl=json.loads(data[20:20+ln]);assert not gl.get('images') and not gl.get('textures')
roots=[gl['nodes'][i] for i in gl['scenes'][gl.get('scene',0)]['nodes']];assert {n['name'] for n in roots}==set(LIMITS)
assert all(not any(k in n for k in ['translation','rotation','scale','matrix']) for n in roots)
kitdoc={'schema':'forge.atom-kit.v1','units':'metres','up':'+Y','facade_outward':'+Z','facade_horizontal':'+X','uv_rule':'Metric UV0 divided by shelf physical repeat. Oak grain follows each structural member. No extra texture repeat at runtime.','atoms':entries,'total_triangles':sum(e['triangles'] for e in entries),'glb_bytes':len(data),'material_binding':'materials.json','images_embedded':0,'provenance':{'geometry':'Original procedural authoring from supplied sheet.png; helper structure adapted from adjacent read-only Breton kit.','textures':'Poly Haven CC0; see materials.json'}}
(ROOT/'kit.json').write_text(json.dumps(kitdoc,indent=2))
(ROOT/'build_evidence.json').write_text(json.dumps({'builder_sha256':hashlib.sha256(Path(__file__).read_bytes()).hexdigest(),'glb_sha256':hashlib.sha256(data).hexdigest(),'seconds_before_render':time.time()-START},indent=2))
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'kit.blend'))
print('EXPORT_COMPLETE',len(entries),kitdoc['total_triangles'],len(data),flush=True)
if '--geometry-only' not in sys.argv:
 exec(compile((ROOT/'render_kit.py').read_text(),str(ROOT/'render_kit.py'),'exec'))
    "Leaded_glass": {
      "tile_size_metres": 1,
      "maps": {
        "BaseColor": "materials/Leaded_glass/BaseColor.png",
        "Normal": "materials/Leaded_glass/Normal.png",
        "ORM": "materials/Leaded_glass/ORM.png"
      },
      "resolution": 512,
      "wrap": "REPEAT",
      "normal_convention": "OpenGL +Y",
      "ORM_channels": {
        "R": "occlusion",
        "G": "roughness",
        "B": "metallic"
      }
    },
    "Door_paint": {
      "tile_size_metres": 1,
      "maps": {
        "BaseColor": "materials/Door_paint/BaseColor.png",
        "Normal": "materials/Door_paint/Normal.png",
        "ORM": "materials/Door_paint/ORM.png"
      },
      "resolution": 512,
      "wrap": "REPEAT",
      "normal_convention": "OpenGL +Y",
      "ORM_channels": {
        "R": "occlusion",
        "G": "roughness",
        "B": "metallic"
      },
      "grain_axis": "+X / texture U",
      "physical_repeat_metres": [
        1.0,
        1.0
      ],
      "uv_note": "Geometry maps longitudinal distance to U/1m and cross-grain distance to V/1m. Generated beams must choose their local longitudinal axis, not stretch a whole texture per box."
    },
    "Sign_paint": {
      "tile_size_metres": 1,
      "maps": {
        "BaseColor": "materials/Sign_paint/BaseColor.png",
        "Normal": "materials/Sign_paint/Normal.png",
        "ORM": "materials/Sign_paint/ORM.png"
      },
      "resolution": 512,
      "wrap": "REPEAT",
      "normal_convention": "OpenGL +Y",
      "ORM_channels": {
        "R": "occlusion",
        "G": "roughness",
        "B": "metallic"
      },
      "grain_axis": "+X / texture U",
      "physical_repeat_metres": [
        1.0,
        1.0
      ],
      "uv_note": "Geometry maps longitudinal distance to U/1m and cross-grain distance to V/1m. Generated beams must choose their local longitudinal axis, not stretch a whole texture per box."
    }
  },
  "runtime_binding": "Exact-name replacement; external images. BaseColor sRGB; Normal/ORM linear. glTF flipY=false; RepeatWrapping; UV0 already contains physical repeat. Set roughness=metalness=1 so ORM controls them. Heights are for generated wall/plaster displacement; do not displace window surrounds.",
  "provenance": {
    "license": "CC0",
    "provider": "Poly Haven",
    "ids": [
      "rock_wall_09",
      "rough_wood",
      "rough_plaster_03",
      "worn_rock_natural_01",
      "metal_plate_02"
    ],
    "note": "Registered scan sets graded and made periodic; continuous rough timber scan transposed into longitudinal U; normal X/Y transposed together; glass is an opaque tinted surrogate. No AI texture generation."
  }
}{
  "file": "kit.glb",
  "sha256": "dcb1934ff9ffe9dc1a21dc9b12ec06efac4c0a1b79bac8bd6becffaf3e045db5",
  "bytes": 1776772,
  "primitive_count": 74,
  "material_count": 11,
  "embedded_images": 0,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "barrel",
      "primitive": 0,
      "triangles": 440,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "barrel",
      "primitive": 1,
      "triangles": 96,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "bench_wood",
      "primitive": 0,
      "triangles": 396,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "brace_storey",
      "primitive": 0,
      "triangles": 244,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "brace_straight",
      "primitive": 0,
      "triangles": 68,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
  # Leaf left world interval [-.89,0], right [0,.89].
  ys=[spring+math.sqrt(max(0,.892**2-x*x))-.009 for x in [x1,x2]]
  prism(g,[(x1-hinge,.008),(x2-hinge,.008),(x2-hinge,ys[1]),(x1-hinge,ys[0])],[-.037,.037],12)
 straps(g,.89,2.15,-side)
 for y in [.22,1.05,1.63]:box(g,(-side*.445,y,-.052),(.85,.105,.03),OAK,.005)
 finish(g,'',parent=parent,loc=(hinge,0,-.061))

# Shop: deep lintel/side return, fixed transom lattice, broad fold-down counter leaf.
g=Mesh('window_shop');w=1.8;h=1.4
for s in [-1,1]:beam(g,(s*.955,0,-.10),(s*.955,h,-.10),.11,.20)
for y in [-.06,h+.065]:box(g,(0,y,-.09),(2.04,.12,.27),OAK,.008)
box(g,(0,1.08,-.08),(1.8,.07,.12),OAK,.005)
for x in [-.72,-.48,-.24,0,.24,.48,.72]:beam(g,(x,1.10,-.08),(x,1.38,-.08),.018,.025,OAK,.002)
parent=finish(g,'Bottom centre of 1.8 × 1.4 opening; counter pivot at sill.',(1.8,1.4,.2),{'shutter_open_rotation_x_degrees':90,'hinge_axis':'+X','shutter_note':'Rotate child +90° X from closed vertical to horizontal outward counter.'})
g=Mesh('window_shop_counter');g.grain=Vector((0,1,0))
for j in range(12):box(g,(-.825+j*.15,.51,0),(.146,1.02,.055),OAK,.003)
for y in [.15,.85]:box(g,(0,y,.039),(1.77,.07,.022),OAK,.004)
for x in [-.69,.69]:box(g,(x,.10,-.039),(.04,.20,.026),IRON,.004);cyl(g,(x-.035,0,0),(x+.035,0,0),.023,IRON,6)
finish(g,'',parent=parent,loc=(0,.008,.038))

# Thin plain tiles: 3 cambers, 24 triangles, irregular corners within exact nominal envelope.
def tile(g,variant=0,c=(0,0,0),rot=None):
 rng=random.Random(variant+193);w=.165;length=.265;vs=[]
 for layer in [0,.012]:
  for j,z in enumerate([0,.1325,.265]):
   camber=.0035*math.sin(j*math.pi/2)
   for side in [-1,1]:
    x=side*(w/2-(rng.random()*.002 if j==1 else 0));vs.append(Vector((x,layer+camber+.06*z,z)))
 fs=[(0,2,3,1),(2,4,5,3),(6,7,9,8),(8,9,11,10),(0,1,7,6),(4,10,11,5),(0,6,8,2),(2,8,10,4),(1,3,9,7),(3,5,11,9)]
 if rot:vs=[rot@p for p in vs]
 g.add([p+Vector(c) for p in vs],fs,CLAY if variant%4!=3 else 8)
for j,s in enumerate('abcd'):
 g=Mesh('tile_'+s);tile(g,j);finish(g,'Centre of head/top edge, underside at Y=0; X width, +Z downslope.',extra={'size_metres':[.165,.012,.265],'course_gauge_metres':.10,'installation':'Rotate X by +roof pitch. Nominal thickness 12 mm; camber 3.5 mm; built-in lap tilt 0.06 m/m keeps courses separated. Lay heads every .10 m downslope on common plane.'})
for variant,s in enumerate('ab'):
import bpy, numpy as np, math, hashlib, struct, json, sys
from pathlib import Path
ROOT=Path(__file__).resolve().parent
SOURCE=ROOT/"sources"
PROVENANCE={};seams={}
def read_image(path,size,color=False):
 path=Path(path);PROVENANCE[str(path)]=hashlib.sha256(path.read_bytes()).hexdigest()
 im=bpy.data.images.load(str(path),check_existing=False)
 im.colorspace_settings.name='sRGB' if color else 'Non-Color'
 im.scale(size,size);a=np.array(im.pixels[:],dtype=np.float32).reshape(size,size,4)[:,:,:3].copy();bpy.data.images.remove(im);return a

def periodic(a):
 """Moisan periodic-plus-smooth decomposition: remove only nonperiodic low frequencies.
 Then match the outer texels exactly with a narrow cubic correction (no reflected tiles).
 """
 h,w,c=a.shape;b=np.zeros_like(a)
 b[0,:,:]=a[-1,:,:]-a[0,:,:];b[-1,:,:]=-b[0,:,:]
 b[:,0,:]+=a[:,-1,:]-a[:,0,:];b[:,-1,:]-=a[:,-1,:]-a[:,0,:]
 yy,xx=np.meshgrid(np.arange(h),np.arange(w),indexing='ij')
 den=2*np.cos(2*np.pi*xx/w)+2*np.cos(2*np.pi*yy/h)-4;den[0,0]=1
 f=np.fft.fft2(b,axes=(0,1))/den[:,:,None];f[0,0,:]=0
 out=a-np.fft.ifft2(f,axes=(0,1)).real
 for axis in (0,1):
  t=np.swapaxes(out,0,axis);delta=(t[-1]-t[0])*.5
  for i in range(4):
   weight=(1-i/4)**2*(1+2*i/4);t[i]+=delta*weight;t[-1-i]-=delta*weight
 return np.clip(out,0,1).astype(np.float32)

def save_image(path,a,color=False,grey=False):
 path.parent.mkdir(parents=True,exist_ok=True);h,w=a.shape[:2]
 if a.ndim==2:a=np.repeat(a[:,:,None],3,axis=2)
 im=bpy.data.images.new(path.stem,width=w,height=h,alpha=False,float_buffer=False)
 im.colorspace_settings.name='sRGB' if color else 'Non-Color'
 rgba=np.concatenate((a,np.ones((h,w,1),np.float32)),axis=2).astype(np.float32)
 im.pixels.foreach_set(rgba.ravel());im.filepath_raw=str(path);im.file_format='PNG';im.save();bpy.data.images.remove(im)
 # PNG grayscale encoding for the height contract, using standard library only.
 if grey:
  import zlib
  rows=(np.clip(a[:,:,0],0,1)*65535+.5).astype('>u2')[::-1]
  def chunk(tag,data):return struct.pack('>I',len(data))+tag+data+struct.pack('>I',zlib.crc32(tag+data)&0xffffffff)
  raw=b''.join(b'\0'+row.tobytes() for row in rows)
  path.write_bytes(b'\x89PNG\r\n\x1a\n'+chunk(b'IHDR',struct.pack('>IIBBBBB',w,h,16,0,0,0,0))+chunk(b'IDAT',zlib.compress(raw,9))+chunk(b'IEND',b''))
 seams[str(path.relative_to(ROOT))]={'edge_max_abs':float(max(abs(a[0]-a[-1]).max(),abs(a[:,0]-a[:,-1]).max())),'size':[w,h]}

NAMES=['Rubble_stone','Rubble_stone_dark','Oak_frame','Oak_frame_grey','Plaster_ochre','Plaster_white','Plaster_pink','Clay_tile','Clay_tile_dark','Dressed_limestone','Wrought_iron','Leaded_glass','Door_paint','Sign_paint']
TILES=[2.25,2.25,1,1,1.5,1.5,1.5,.65,.65,1.6,1,1,1,1]
def build():
 mats=[];shelf={}
 if '--reuse-shelf' in sys.argv and (ROOT/'materials.json').exists():
  shelf=json.loads((ROOT/'materials.json').read_text())['materials']
  for name in NAMES:
   maps={k:read_image(ROOT/p,32,k=='BaseColor') for k,p in shelf[name]['maps'].items()}
   m=bpy.data.materials.new(name);m.use_nodes=True;bs=m.node_tree.nodes.get('Principled BSDF');m.diffuse_color=(*map(float,maps['BaseColor'].mean(axis=(0,1))),1);bs.inputs['Base Color'].default_value=m.diffuse_color;bs.inputs['Roughness'].default_value=float(maps['ORM'][:,:,1].mean());bs.inputs['Metallic'].default_value=float(maps['ORM'][:,:,2].mean());mats.append(m)
  return mats,shelf
 for i,name in enumerate(NAMES):
  n=1024 if i<10 else 512
  if i<2:src='rock_wall_09'
  elif i in (2,3,12,13):src='rough_wood'
  elif i in (4,5,6):src='rough_plaster_03'
  elif i==10:src='metal_plate_02'
  else:src='worn_rock_natural_01'
  maps={}
  for kind,suffix in [('BaseColor','diff'),('Normal','nor_gl'),('ORM','arm')]:
   path=next(SOURCE.glob(f'{src}_{suffix}_1k.*'))
   a=read_image(path,n,kind=='BaseColor')
   if i in (2,3,12,13):
    a=np.transpose(a,(1,0,2)).copy()
    if kind=='Normal':a=a[:,:,[1,0,2]]
   lum=a.mean(axis=2)
   if kind=='BaseColor':
    if i<2:a=(lum[:,:,None]*.9+.12)*np.array([1.03,1.0,.89]);a*=.74 if i==1 else 1
    elif i in (2,3):a=(lum[:,:,None]*.72+.012)*np.array([.78,.68,.56] if i==2 else [1.03,1.01,.95])
    elif i in (4,5,6):
     tint=[[.72,.51,.27],[.79,.76,.67],[.70,.48,.41]][i-4];a=(.85+.3*(lum-lum.mean()))[:,:,None]*np.array(tint)
    elif i in (7,8):a=(.56+.9*(lum-lum.mean()))[:,:,None]*np.array([.80,.42,.25]);a*=.89 if i==8 else 1
    elif i==9:a=(.36+.85*(lum-lum.mean()))[:,:,None]*np.array([.94,.9,.80])
    elif i==10:a=(.13+.28*lum)[:,:,None]*np.array([.68,.71,.72])
    elif i==11:a=(.24+.08*(lum-lum.mean()))[:,:,None]*np.array([.7,.88,1.0])
    else:a=(.70+.45*(lum-lum.mean()))[:,:,None]*np.array([1.0,.96,.87])
   elif kind=='Normal':
    v=a*2-1;v[:,:,:2]*=.3 if i in (4,5,6,11,12,13) else .65
    a=(v/np.maximum(np.linalg.norm(v,axis=2,keepdims=True),1e-8)+1)/2
   else:
    a[:,:,0]=.78+.22*a[:,:,0];a[:,:,1]=(.72+.23*a[:,:,1]) if i!=11 else .23;a[:,:,2]=.82 if i==10 else 0
   a=periodic(np.clip(a,0,1))
   if kind=='Normal':v=a*2-1;a=(v/np.maximum(np.linalg.norm(v,axis=2,keepdims=True),1e-8)+1)/2
   maps[kind]=a;save_image(ROOT/'materials'/name/f'{kind}.png',a,kind=='BaseColor')
  m=bpy.data.materials.new(name);m.use_nodes=True;bs=m.node_tree.nodes.get('Principled BSDF')
  avg=maps['BaseColor'].mean(axis=(0,1));m.diffuse_color=(*map(float,avg),1);bs.inputs['Base Color'].default_value=m.diffuse_color;bs.inputs['Roughness'].default_value=float(maps['ORM'][:,:,1].mean());bs.inputs['Metallic'].default_value=float(maps['ORM'][:,:,2].mean());mats.append(m)
  entry={'tile_size_metres':TILES[i],'maps':{k:f'materials/{name}/{k}.png' for k in maps},'resolution':n,'wrap':'REPEAT','normal_convention':'OpenGL +Y','ORM_channels':{'R':'occlusion','G':'roughness','B':'metallic'}}
  if i in (2,3,12,13):entry.update({'grain_axis':'+X / texture U','physical_repeat_metres':[1.0,1.0],'uv_note':'Geometry maps longitudinal distance to U/1m and cross-grain distance to V/1m. Generated beams must choose their local longitudinal axis, not stretch a whole texture per box.'})
  if i in (0,1,4,5,6):
   hp=next(SOURCE.glob(f'{src}_disp_1k.*'));h=read_image(hp,n)[:,:,0];h=periodic(np.repeat(h[:,:,None],3,axis=2))[:,:,0];h=(h-h.min())/max(float(h.max()-h.min()),1e-8)
   save_image(ROOT/'materials'/name/'Height.png',h,grey=True)
   entry.update({'height_map':f'materials/{name}/Height.png','height_encoding':'16-bit grayscale linear','displacement_scale_metres':.065 if i<2 else .0025,'displacement_bias_metres':0,'height_repeat_metres':TILES[i]})
  shelf[name]=entry
 (ROOT/'materials.json').write_text(json.dumps({'schema':'forge.material-shelf.v1','materials':shelf,'runtime_binding':'Exact-name replacement; external images. BaseColor sRGB; Normal/ORM linear. glTF flipY=false; RepeatWrapping; UV0 already contains physical repeat. Set roughness=metalness=1 so ORM controls them. Heights are for generated wall/plaster displacement; do not displace window surrounds.','provenance':{'license':'CC0','provider':'Poly Haven','ids':['rock_wall_09','rough_wood','rough_plaster_03','worn_rock_natural_01','metal_plate_02'],'note':'Registered scan sets graded and made periodic; continuous rough timber scan transposed into longitudinal U; normal X/Y transposed together; glass is an opaque tinted surrogate. No AI texture generation.'}},indent=2))
 (ROOT/'texture_evidence.json').write_text(json.dumps({'source_sha256':PROVENANCE,'seams':seams},indent=2))
 return mats,shelf

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/bin/bash -lc 'rsync -az root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/sources/ sources/' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "rg -n 'g.grain|def straps|door_plank' build_kit.py; tail -n 3 /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md; ssh root@5.9.10.114 'tail -n 5 /root/fal-author/medieval-atom-kit-v1/build_v3.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 538ms:
16:LIMITS={'brace_storey':400,'brace_straight':200,'bressummer_1m':600,'joist_end':80,'jetty_bracket':400,'peg_cluster':40,'window_leaded':2500,'window_leaded_stone':2500,'window_small':1200,'door_plank':3000,'door_arched_double':3500,'window_shop':2500,**{f'tile_{s}':30 for s in 'abcd'},'tile_strip_a':240,'tile_strip_b':240,'roof_underlay':12,'ridge_tile_round':150,'verge_board_1m':80,'rafter_end':60,'dormer':6000,'chimney_stone':2500,'tavern_sign':2000,'lantern_iron':600,'bench_wood':400,'barrel':600,'corner_stone':80}
27: a=Vector(a);b=Vector(b);v=b-a;g.grain=v.normalized()
28: box(g,(a+b)/2,(w,d,v.length),m,bevel,v.to_track_quat('Z','Y').to_matrix());g.grain=Vector((1,0,0))
39: g.grain=(pts[-1]-pts[0]).normalized();g.add(vs,fs,m);g.grain=Vector((1,0,0))
144:def straps(g,width,height,side=1):
152:g=Mesh('door_plank')
156:g=Mesh('door_plank_leaf');g.grain=Vector((0,1,0))
160:META['door_plank']['hinge_axis']='+Y'
172: g=Mesh('door_arched_double_'+label);g.grain=Vector((0,1,0));hinge=side*.895
189:g=Mesh('window_shop_counter');g.grain=Vector((0,1,0))
330: fs += [(0,6,7,1),(4,5,11,10)];g.grain=Vector((0,1,0));g.add(vs,fs,OAK)
vercel-labs/vgpu `skills/vgpu/blender/references/` at commit 68cb1d8d198c (MIT License,
Copyright (c) 2025 Vercel, Inc.), adapted from vgpu/WebGPU to the three.js runtime.
`reference/critic-loop.md` is distilled from the same repository's asset agent flow.

Error: script failed, file: 'build_kit.py', exiting.
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

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/bin/bash -lc "ssh root@5.9.10.114 'cat /root/fal-author/medieval-atom-kit-v1/build_v3.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 445ms:
INFO gpu_gate: gpu slot acquired by blender (pid 16061, 6000 MiB, batch)
Traceback (most recent call last):
  File "/root/fal-author/medieval-atom-kit-v1/build_kit.py", line 257, in <module>
    beds=[0]+[i*.162+rng.uniform(-.023,.023) for i in range(1,12)]+[1.944]
                     ^^^
NameError: name 'rng' is not defined. Did you mean: 'ring'?

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Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

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/bin/bash -lc "sed -n '232,280p' build_kit.py; ls -l /tmp/medieval*; cat kit.json | sed -n '570,680p'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
finish(g,'Back top at eaves; pre-cut 17-degree tail, extends +Z; repeat 0.5 m along X.')
# Dormer with cheeks and roof tails clipped to the shared 55-degree main-roof plane.
g=Mesh('dormer');pitch=math.radians(55);slope=math.tan(pitch);half=.48;eave=.86;peak=eave+half*slope;back=-peak/slope
# Framed front opening consistent with window_small.
for s in [-1,1]:beam(g,(s*.27,.13,-.045),(s*.27,.68,-.045),.09,.14)
for y in [.095,.715]:box(g,(0,y,-.04),(.62,.07,.15),OAK,.006)
casement(g,.446,.546,(-.223,.134,-.055))
# Apron + gable infill sits back 25mm; construction beams stand proud.
box(g,(0,.030,-.10),(.86,.06,.15),4,.004)
for sign in [-1,1]:box(g,(sign*.365,.435,-.090),(.10,.79,.13),4,.002)
box(g,(0,.805,-.090),(.76,.11,.13),4,.002)
prism(g,[(-half,eave),(half,eave),(0,peak)],[-.13,-.025],5)
for s in [-1,1]:
 beam(g,(s*half,eave,.015),(0,peak,.015),.075,.095)
 # Cheek front lower edge meets plane at origin, rear rises with main roof.
 poly=[(0,0),(0,eave),(-eave/slope,eave)];vs=[(x,y,z) for x in [s*.415-.037,s*.415+.037] for z,y in poly]
 g.add(vs,[(0,2,1),(3,4,5),(0,1,4,3),(1,2,5,4),(2,0,3,5)],4)
 beam(g,(s*.425,0,0),(s*.425,eave,0),.07,.09)
 beam(g,(s*.425,eave,0),(s*.425,eave,-eave/slope),.07,.09)
 # Closed underlay slab, rear edge on main roof.
 top=[(s*half,eave,.12),(0,peak,.12),(0,peak,back),(s*half,eave,-eave/slope)]
 vv=[(x,y+dy,z) for dy in [-.022,0] for x,y,z in top]
 g.add(vv,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],8)
 length=half/math.cos(pitch)
 # Courses overlap 0.165 m; clay width 0.165 along dormer ridge, gauge .10 downslope.
 beds=[0]+[i*.162+rng.uniform(-.023,.023) for i in range(1,12)]+[1.944]
for row in range(12):
 cuts=[-.45,-.16+rng.uniform(-.105,.105),.16+rng.uniform(-.085,.085),.45]
 for side in [-1,1]:
  for k in range(3):
   x0=cuts[k]+(.007 if k else 0);x1=cuts[k+1]-(.007 if k<2 else 0);y0=beds[row]+.005;y1=beds[row+1]-.005
   c1=rng.uniform(.012,.032);c2=rng.uniform(.012,.027)
   poly=[(x0+c1,y0+rng.uniform(0,.009)),(x1-c2,y0+rng.uniform(0,.018)),(x1,y0+c2),(x1,y1-c1),(x1-c1,y1-rng.uniform(0,.011)),(x0+c2,y1-rng.uniform(0,.014)),(x0,y1-c2),(x0,y0+c1)]
   face=.35-rng.uniform(0,.008)
   prism(g,poly,[.003,face] if side>0 else [-face,-.003],STONE)
box(g,(0,1.98,0),(.96,.072,.76),STONE,.012);box(g,(0,2.047,0),(1.04,.062,.84),STONE,.009)
for x in [-.25,.25]:
 n=12;vs=[]
 for y,r in [(2.078,.123),(2.105,.128),(2.425,.105),(2.452,.126),(2.49,.124),(2.50,.111),(2.50,.084),(2.14,.080)]:vs += [(x+r*math.cos(k*math.tau/n),y,r*math.sin(k*math.tau/n)) for k in range(n)]
 fs=[]
 for j in range(7):fs += [(j*n+k,j*n+(k+1)%n,(j+1)*n+(k+1)%n,(j+1)*n+k) for k in range(n)]
 # Closed bottom beneath deep bore; hollow lip remains visibly open.
 fs += [tuple(range(n-1,-1,-1)),tuple(range(7*n,8*n))];g.add(vs,fs,CLAY,True)
finish(g,'Bottom centre; body 0.90 X × 0.70 Z, pots reach Y=2.50.',extra={'body_size_metres':[.9,.7],'total_height_metres':2.5,'construction':'12 irregular bed courses, dressed cap, two hollow clay pots.'})

# Tavern sign: bracket in YZ, sign plane YZ, readable on both street directions.
g=Mesh('tavern_sign');box(g,(0,.05,.025),(.10,.67,.05),IRON,.01)
sweep(g,[(0,.27,.05),(0,.27,1.0),(0,.23,1.05)],.018,IRON,6)
sweep(g,[(0,-.20,.05),(0,.17,.74)],.014,IRON,6)
-rw-rw-r-- 1 claude-agent claude-agent 3299 Oct  7 23:15 /tmp/medieval_revision3.py
        "Clay_tile"
      ]
    },
    {
      "node_name": "tile_d",
      "origin_rule": "Centre of head/top edge, underside at Y=0; X width, +Z downslope.",
      "size_metres": [
        0.165,
        0.012,
        0.265
      ],
      "course_gauge_metres": 0.1,
      "installation": "Rotate X by +roof pitch. Nominal thickness 12 mm; camber 3.5 mm; built-in lap tilt 0.06 m/m keeps courses separated. Lay heads every .10 m downslope on common plane.",
      "bounding_box": {
        "min": [
          -0.0825,
          0.0,
          0.0
        ],
        "max": [
          0.0825,
          0.0279,
          0.265
        ]
      },
      "triangles": 20,
      "triangle_budget": 30,
      "materials": [
        "Clay_tile_dark"
      ]
    },
    {
      "node_name": "tile_strip_a",
      "origin_rule": "Row midpoint at tile heads; nominal X span 1.32 m.",
      "tiles": 8,
      "row_width_metres": 1.32,
      "gauge_metres": 0.1,
      "jitter": "Camber, internal edge offsets and sub-mm rise baked; outer span remains 1.32.",
      "bounding_box": {
        "min": [
          -0.66,
          0.0,
          0.0
        ],
        "max": [
          0.66,
          0.0291,
          0.265
        ]
      },
      "triangles": 160,
      "triangle_budget": 240,
      "materials": [
        "Clay_tile",
        "Clay_tile_dark"
      ]
    },
    {
      "node_name": "tile_strip_b",
      "origin_rule": "Row midpoint at tile heads; nominal X span 1.32 m.",
      "tiles": 8,
      "row_width_metres": 1.32,
      "gauge_metres": 0.1,
      "jitter": "Camber, internal edge offsets and sub-mm rise baked; outer span remains 1.32.",
      "bounding_box": {
        "min": [
          -0.66,
          0.0,
          0.0
        ],
        "max": [
          0.66,
          0.0291,
          0.265
        ]
      },
      "triangles": 160,
      "triangle_budget": 240,
      "materials": [
        "Clay_tile",
        "Clay_tile_dark"
      ]
    },
    {
      "node_name": "roof_underlay",
      "origin_rule": "Head centre, top face Y=0, X \u00b10.5, Z=0..1.",
      "size_metres": [
        1,
        0.025,
        1
      ],
      "note": "Hidden dark deck; scale in X/Z to roof envelope, offset beneath tile undersides.",
      "bounding_box": {
        "min": [
          -0.5,
          -0.025,
          0.0
        ],
        "max": [
          0.5,
          0.0,
          1.0
        ]
      },
      "triangles": 12,
      "triangle_budget": 12,
      "materials": [
        "Clay_tile_dark"
      ]
    },
    {

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/bin/bash -lc "cat > /tmp/medieval_restore.py <<'PY'
from pathlib import Path
p=Path('build_kit.py');s=p.read_text();needle=' beds=[0]+[i*.162+rng.uniform(-.023,.023) for i in range(1,12)]+[1.944]'
replacement=''' for row in range(8):
  d=row*.10;rotation=Matrix(((0,s*math.sin(pitch),s*math.cos(pitch)),(0,math.cos(pitch),-math.sin(pitch)),(-s,0,0)))
  for col in range(8):
   z=.055-col*.165;tmp=Mesh('clip');tile(tmp,row*13+col,(s*d*math.cos(pitch),peak-d*math.sin(pitch)+.006,z),rotation)
   # Bisect against the main roof plane; cap intersections to keep a closed tile.
   if max(v.y+slope*v.z for v in tmp.v)<=.001:continue
   bm=bmesh.new();verts=[bm.verts.new(v) for v in tmp.v]
   for face in tmp.f:bm.faces.new([verts[i] for i in face])
   result=bmesh.ops.bisect_plane(bm,geom=list(bm.verts)+list(bm.edges)+list(bm.faces),dist=.000001,plane_co=(0,0,0),plane_no=(0,1,slope),clear_inner=True)
   cut=[e for e in result['geom_cut'] if isinstance(e,bmesh.types.BMEdge) and e.is_boundary]
   if cut:bmesh.ops.holes_fill(bm,edges=cut,sides=0)
   bm.verts.ensure_lookup_table();bm.verts.index_update();g.add([v.co.copy() for v in bm.verts],[tuple(v.index for v in f.verts) for f in bm.faces],CLAY if (row+col)%4"'!=3 else 8);bm.free()
for j in range(4):ridge(g,(0,peak+.027,-.035-j*.255),Matrix.Rotation(math.pi/2,3,'"'Y'))
finish(g,'Dormer front bottom centre at intersection with main roof; +Z toward eaves.',extra={'main_roof_pitch_degrees':55,'main_roof_plane':'Y = -Z * tan(55 degrees)','roof_cut_polygon_XZ':[[-half,0],[half,0],[half,-eave/slope],[0,back],[-half,-eave/slope]],'roof_cut_note':'Cut all main-roof decking and tiles within polygon. Cheek bottom and rear roof edges follow main roof plane. Do not place intact main roof through dormer.','casement_clear_metres':[.45,.55]})
g=Mesh('chimney_stone');rng=random.Random(820)
box(g,(0,.972,0),(.866,1.944,.664),1,0)
beds=[0]+[i*.162+rng.uniform(-.023,.023) for i in range(1,12)]+[1.944]'''
assert s.count(needle)==1;s=s.replace(needle,replacement)
s=s.replace(\"g=Mesh('joist_end');poly=\", \"g=Mesh('joist_end');g.grain=Vector((0,0,1));poly=\")
s=s.replace(\"g=Mesh('rafter_end');poly=\", \"g=Mesh('rafter_end');g.grain=Vector((0,-.3,1)).normalized();poly=\")
p.write_text(s)
PY
python3 /tmp/medieval_restore.py
rsync -az build_kit.py root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/
ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python build_kit.py -- --reuse-shelf > build_v3.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "cat > make_sheet.py <<'PY'
\"\"\"Compose actual Blender renders, with per-atom triangle counts and a PBR shelf.\"\"\"
from pathlib import Path
import json
from PIL import Image,ImageDraw,ImageFont
ROOT=Path(__file__).resolve().parent
font='/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf'
def f(n):return ImageFont.truetype(font,n)
k=json.loads((ROOT/'kit.json').read_text());atoms=k['atoms'];W=2400;cellW=400;cellH=410;header=165
out=Image.new('RGB',(W,header+5*cellH+35),'#dedfdd');d=ImageDraw.Draw(out)
d.text((35,24),'NORTHERN EUROPE · LATE MEDIEVAL',font=f(42),fill='#252522')
d.text((38,84),f\"29 construction atoms · {k['total_triangles']:,} triangles · 14 shared materials · metres / Y-up\",font=f(25),fill='#43453f')
d.text((38,123),'Actual GLB renders • Each cell fitted independently, not shown at common scale',font=f(18),fill='#656660')
for i,a in enumerate(atoms):
 x=i%6*cellW;y=header+i//6*cellH;im=Image.open(ROOT/'renders'/f\"{a['node_name']}.png\").convert('RGB');im.thumbnail((cellW-12,333))
 out.paste(im,(x+(cellW-im.width)//2,y));d.text((x+16,y+337),a['node_name'],font=f(22),fill='#252522');d.text((x+16,y+369),f\"{a['triangles']:,} / {a['triangle_budget']:,} tris\",font=f(18),fill='#656660')
out.save(ROOT/'kit_sheet.png')
shelf=json.loads((ROOT/'materials.json').read_text())['materials'];out=Image.new('RGB',(2100,1240),'#dedfdd');d=ImageDraw.Draw(out)
d.text((30,22),'SHARED MATERIAL SHELF',font=f(36),fill='#252522');d.text((30,74),'BaseColor previews · registered Normal / ORM maps · 16-bit Height on stone and lime plaster',font=f(19),fill='#55574f')
for i,(name,a) in enumerate(shelf.items()):
 x=i%7*300;y=120+i//7*540;im=Image.open(ROOT/a['maps']['BaseColor']).convert('RGB');im=im.resize((280,350));out.paste(im,(x+10,y));d.text((x+10,y+368),name,font=f(20),fill='#252522');d.text((x+10,y+400),f\"{a['tile_size_metres']} m repeat · {a['resolution']} px\",font=f(17),fill='#656660');d.text((x+10,y+430),'BaseColor / Normal / ORM'+(' / Height' if 'height_map' in a else ''),font=f(13),fill='#656660')
out.save(ROOT/'material_sheet.png')
PY
cat > README.md <<'MD'
# Northern European late-medieval atom kit

29 original procedural masters for Alsace / Normandy / Rhineland buildings. The supplied "'`sheet.png` guided timber, casement, tile, door and masonry detailing. The adjacent Breton kit was a read-only implementation precedent.

- `kit.glb`: geometry, named placeholder materials and articulated child nodes. No embedded textures.
- `kit.json`: exact node names, actual triangle counts/budgets, bounds, clear openings, origins and placement contracts.
- `materials.json` and `materials/`: 14 exact-name shared materials, registered BaseColor / Normal / ORM maps; 16-bit Height on the two rubble and three plaster materials.
- `kit_sheet.png`, `material_sheet.png`, `details_*.png`, `clay_check.png`, `reverse_check.png`: renders of the delivered GLB with the external shelf bound.
- `viewer/`: Three.js preview with atom selection, moving parts, clay and rear views. Run `python3 -m http.server 18789`, then open `http://localhost:18789/viewer/`.
- `build_kit.py`, `geometry.py`, `shelf.py`, `render_kit.py`, `sources/`: reproducible source. Blender 5.2: `blender -b --factory-startup --python-exit-code 1 --python build_kit.py`. Add `-- --reuse-shelf` to preserve the existing shelf, or `-- --geometry-only` to skip rendering. Run `python3 make_sheet.py` afterward.

## Assembly contract

Coordinates are metres, **Y up, +Z exterior, +X along the facade**. Master roots are identity transforms. Opening origins are bottom centre at the exterior wall plane. Bounding boxes include surrounds, hardware and sills: use the `opening` fields for wall cuts, not full bounds. Wall backs lie at Z=-0.20 for timber windows and Z=-0.50 for stone windows. Straight frame members and infill are generated by the house assembler. Keep plaster faces at Z=-0.025; braces occupy the timber face. Align generated jamb studs with the outer jamb edges and avoid a duplicate surround.

Clone an entire named root, preserving its child hierarchy. Rotate the two casements around their child-local Y axes, left negative/right positive; the same convention applies to the double door. The plank door opens around local Y. Rotate `window_shop_counter` +90 degrees around local X for the outward horizontal counter. Sign board pivot is local Z. The small fixed dormer casement is part of the dormer mesh.

`bressummer_1m` repeats every 1 m along X; the vine position and tangent match across boundaries. `joist_end` projects 0.45 m along +Z. The knee bracket drops below its origin. Tiles use X across the roof, local Y thickness and +Z downslope. Rotate X by the roof pitch; repeat courses every 0.10 m along the roof slope. Tile strips span exactly 1.32 m. Built-in lap tilt separates overlapping plain-tile courses. Ridge caps repeat at 0.255 m along +X, with a 45 mm lap and a rising end profile; their nominal bedding is for a 55-degree roof, usable within the stated 50–60-degree range with bedding adjustment. No gutters are included.

The dormer is authored for a 55-degree main roof. Its main-roof cut polygon and equation are in `kit.json`; remove the main roof under that polygon. Its rear cheeks and tiles terminate on the roof plane. Do not insert the dormer through an uncut roof. Chimney origin is its bottom centre, with pots reaching Y=2.5 m.

## Material binding

Replace materials by exact name using `materials.json`. BaseColor is sRGB; Normal and ORM are linear. ORM channels are R=AO, G=roughness, B=metallic. Use repeat wrapping and `flipY=false` for glTF in Three.js. UV0 already encodes physical repeat; do not apply a second texture repeat. Set material roughness and metalness factors to 1 so the ORM controls both. Timber longitudinal grain maps to U. Generated beams should orient U along each member and retain metric scale.

Height maps are optional inputs for generated stone walls/plaster, not automatic mesh displacement on atoms. Keep opening boundaries fixed when displacing generated walls. `Door_paint` and `Sign_paint` are deliberately light neutral tint targets. Glass is an opaque smoky surrogate; its physical lead lattice is geometry, so it does not rely on transparency sorting.

Textures derive from Poly Haven CC0 scans: [rock_wall_09](https://polyhaven.com/a/rock_wall_09), [rough_wood](https://polyhaven.com/a/rough_wood), [rough_plaster_03](https://polyhaven.com/a/rough_plaster_03), [worn_rock_natural_01](https://polyhaven.com/a/worn_rock_natural_01), and [metal_plate_02](https://polyhaven.com/a/metal_plate_02). Source hashes, periodic seam checks and derivation are recorded in `texture_evidence.json` and `shelf.py`.

## Validation

`audit.json` is the strict binary GLB audit. `validation.json` checks required names, budgets, identity master roots, material files, bounds and articulation contracts. `runtime_check.json` records actual Chromium/Three.js loading and opening tests. Browser timings use SwiftShader software rendering and are not a hardware performance claim. `critic_01.log` and `critic_02.log` retain independent visual review evidence.
MD
ssh root@5.9.10.114 '"'tail -n 5 /root/fal-author/medieval-atom-kit-v1/build_v3.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 448ms:
00:28.721  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/window_leaded.png'
00:29.842  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/window_leaded_stone.png'
00:31.070  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/window_shop.png'
00:32.489  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/window_small.png'
00:42.029  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_joinery.png'

codex
All 29 atoms are within their triangle budgets. The kit uses an external 14-material shelf, and I’m packaging the placement contracts—including opening sizes, hinge axes, tile spacing, and the dormer roof cut—alongside the GLB.
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/bin/bash -lc "rsync -az root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/ ./ --exclude='sources' --exclude='*.log' --exclude='kit.blend1'
python3 make_sheet.py
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/kit.glb" --strict > audit.json
python3 browser_check.py > browser_check.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "ssh root@5.9.10.114 'tail -n 5 /root/fal-author/medieval-atom-kit-v1/build_v3.log'; ls -lh kit.glb kit.blend kit_sheet.png; git worktree list" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 533ms:
00:32.489  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/window_small.png'
00:42.029  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_joinery.png'
00:51.002  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_timber.png'
01:00.491  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_roof.png'
01:09.865  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_props.png'
-rw-r--r-- 1 claude-agent claude-agent 516K Oct  7 23:16 kit.blend
-rw-r--r-- 1 claude-agent claude-agent 1.9M Oct  7 23:16 kit.glb
-rw-rw-r-- 1 claude-agent claude-agent 3.1M Oct  7 23:17 kit_sheet.png
/home/claude-agent/forge-build/forge-assets                                                               a82030f [main]
/home/claude-agent/forge-build/forge-assets/.forge-worktrees/1791414560-a2a059                            2e0c40e [task/1791414560-a2a059]
/home/claude-agent/forge-build/forge-assets/.forge-worktrees/1791414984-e42e7a                            ecb293b [task/1791414984-e42e7a]
/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791414621-9442c3  2e0c40e [task/1791414621-9442c3]

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/bin/bash -lc "cat > /tmp/medieval_finish_geometry.py <<'PY'
from pathlib import Path
p=Path('build_kit.py');s=p.read_text();a=s.index(' rng=random.Random(variant+193);');b=s.index(' if rot:vs=[rot@p for p in vs]',a)
s=s[:a]+''' rng=random.Random(variant+193);w=.165;length=.265
 # Eight-point perimeter: bowed sides, irregular toe and one small hand-cut chip.
 chip=rng.uniform(-.025,.025)
 outline=[(-w/2,rng.uniform(0,.002)),(w/2-rng.uniform(.0005,.003),0),(w/2-rng.uniform(0,.002),.1325),(w/2,.265-rng.uniform(.0005,.003)),(chip+.009,.265),(chip-.006,.261-rng.uniform(0,.003)),(-w/2+rng.uniform(.0005,.003),.265),(-w/2+rng.uniform(0,.002),.1325)]
 vs=[Vector((x,layer+.0035*math.sin(math.pi*z/length)+.06*z,z)) for layer in [0,.012] for x,z in outline]
 fs=[tuple(range(7,-1,-1)),tuple(range(8,16))]+[(j,(j+1)%8,(j+1)%8+8,j+8) for j in range(8)]
'''+s[b:]
s=s.replace('pp=[(s*.118,-.156),(s*.15,-.200),(s*.15,-.187),(s*.118,-.143)]','pp=[(s*.118,-.165),(s*.15,-.215),(s*.15,-.201),(s*.118,-.150)]')
s=s.replace('vv=[Vector((x,y,z)) for x in [-length/2,length/2] for z,y in pp]','vv=[Vector((x,y+(x/length)*.032,z)) for x in [-length/2,length/2] for z,y in pp]')
s=s.replace(\"for j in range(4):ridge(g,(0,peak+.027,-.035-j*.255),Matrix.Rotation(math.pi/2,3,'Y'))\", \"for j in range(4):ridge(g,(0,peak+.027,-.035-j*.255),Matrix.Rotation(math.pi/2,3,'Y'))\\nridge(g,(0,peak+.027,-1.012),Matrix.Rotation(math.pi/2,3,'Y'),length=.14)\")
s=s.replace('# Thin plain tiles: 3 cambers, 24 triangles', '# Thin plain tiles: 28 triangles')
p.write_text(s)
PY
python3 /tmp/medieval_finish_geometry.py
rsync -az build_kit.py root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/
ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python build_kit.py -- --reuse-shelf > build_v3.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc 'tail -c 600 browser_check.log; cat runtime_check.json | head -n 15' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
{
  "ready": true,
  "atoms": [
    "barrel",
    "bench_wood",
    "brace_storey",
    "brace_straight",
    "bressummer_1m",
    "chimney_stone",
    "corner_stone",
    "door_arched_double",
    "door_plank",
    "dormer",
    "jetty_bracket",
    "joist_end",

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/bin/bash -lc "sed -n '120,144p' build_kit.py; tail -n 8 browser_check.log; du -sh materials sources; ssh root@5.9.10.114 'tail -n 7 /root/fal-author/medieval-atom-kit-v1/build_v3.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 527ms:
 if stone:
  for s in [-1,1]:
   for j in range(3):box(g,(s*(w/2+.14),(j+.5)*h/3,-.23),(.10,h/3-.006,.54),STONE,.009)
  box(g,(0,h+.13,-.18),(w+.42,.17,.64),STONE,.012)
  sec=[(-.5,-.115),(.18,-.115),(.20,-.035),(.13,.012),(-.5,-.008)]
  vs=[(x,y,z) for x in [-w/2-.20,w/2+.20] for z,y in sec];n=len(sec);g.add(vs,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(j,(j+1)%n,(j+1)%n+n,j+n) for j in range(n)],STONE)
 else:box(g,(0,-.057,.027),(w+.24,.075,.17),OAK,.008)
 parent=finish(g,'Bottom centre of clear opening, exterior wall plane Z=0.',(w,h,thick),{'hinge_axis':'+Y','clear_opening_note':'Outer surround extends outside opening. Generated studs align with outer jamb edges; do not add a second surround.'})
 # Two equal leaves for normal window, single attic leaf.
 count=2 if w>.5 else 1
 for j in range(count):
  cw=w/count-.004;leaf=Mesh(name+('_casement_left' if j==0 else '_casement_right'));casement(leaf,cw,h-.008)
  ob=finish(leaf,'',parent=parent,loc=(-w/2+.002+j*w/count,.004,-.047));ob['hinge_axis']='Y';ob['open_degrees']=-55 if j==0 else 55
  # Right leaf pivot at right jamb; mirror source positions around hinge.
  if j==1:
   for v in ob.data.vertices:v.co.x=-v.co.x
   ob.location.x=w/2-.002
   bm=bmesh.new();bm.from_mesh(ob.data);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(ob.data);bm.free()
 return parent
window('window_leaded',.7,1)
window('window_leaded_stone',.7,1,True)
window('window_small',.45,.55)

# Door hardware and closed slab leaves with deliberate plank seams.
def straps(g,width,height,side=1):
51M	materials
32M	sources
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)
00:02.581  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/barrel.png'
00:03.605  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/bench_wood.png'
00:04.592  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/brace_storey.png'
00:05.598  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/brace_straight.png'
00:06.552  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/bressummer_1m.png'
00:07.628  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/chimney_stone.png'

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 exited 143 in 68636ms:
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/bin/bash -lc "sed -n '110,124p' build_kit.py; tail -c 300 browser_check.log; ssh root@5.9.10.114 'tail -n 3 /root/fal-author/medieval-atom-kit-v1/build_v3.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 501ms:
   if len(candidates)==2 and (Vector(candidates[1])-Vector(candidates[0])).length>.001:cyl(g,candidates[0],candidates[1],.0038,IRON,4)
   intercept+=.22 if h>.6 else .18
 for yy in [.10,h-.10]:cyl(g,(0,yy-.021,.008),(0,yy+.021,.008),.011,IRON,6)
 box(g,(w-.040,h*.46,.033),(.014,.07,.013),IRON,.002)
 if offset!=(0,0,0):g.v[start:]=[v+Vector(offset) for v in g.v[start:]]

def window(name,w,h,stone=False):
 g=Mesh(name);thick=.50 if stone else .20;sur=.09
 for s in [-1,1]:beam(g,(s*(w/2+sur/2),0,-thick/2),(s*(w/2+sur/2),h,-thick/2),sur,thick,OAK)
 for y in [-.045,h+.045]:box(g,(0,y,-thick/2),(w+.18,.09,thick),OAK,.006)
 if stone:
  for s in [-1,1]:
   for j in range(3):box(g,(s*(w/2+.14),(j+.5)*h/3,-.23),(.10,h/3-.006,.54),STONE,.009)
  box(g,(0,h+.13,-.18),(w+.42,.17,.64),STONE,.012)
  sec=[(-.5,-.115),(.18,-.115),(.20,-.035),(.13,.012),(-.5,-.008)]
00:26.313  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/tile_strip_a.png'
00:27.418  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/tile_strip_b.png'
00:28.521  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/verge_board_1m.png'

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/bin/bash -lc "cat > validate_delivery.py <<'PY'
\"\"\"Validate exported GLB data and assembly contracts, independent of Blender state.\"\"\"
import json,struct,hashlib,math
from pathlib import Path
from PIL import Image
R=Path(__file__).resolve().parent
k=json.loads((R/'kit.json').read_text());s=json.loads((R/'materials.json').read_text())['materials'];raw=(R/'kit.glb').read_bytes();n=struct.unpack_from('<I',raw,12)[0];g=json.loads(raw[20:20+n]);binary=raw[28+n:];checks=[]
def check(label,ok):
 checks.append({'check':label,'pass':bool(ok)})
 if not ok:raise AssertionError(label)
expected='brace_storey brace_straight bressummer_1m joist_end jetty_bracket peg_cluster window_leaded window_leaded_stone window_small door_plank door_arched_double window_shop tile_a tile_b tile_c tile_d tile_strip_a tile_strip_b roof_underlay ridge_tile_round verge_board_1m rafter_end dormer chimney_stone tavern_sign lantern_iron bench_wood barrel corner_stone'.split()
matnames='Rubble_stone Rubble_stone_dark Oak_frame Oak_frame_grey Plaster_ochre Plaster_white Plaster_pink Clay_tile Clay_tile_dark Dressed_limestone Wrought_iron Leaded_glass Door_paint Sign_paint'.split()
roots=g['scenes'][g.get('scene',0)]['nodes'];rootmap={g['nodes'][i]['name']:i for i in roots};atoms={a['node_name']:a for a in k['atoms']}
check('29 exact master names',set(rootmap)==set(expected)==set(atoms));check('14 exact shelf names',set(s)==set(matnames));check('No images or textures in GLB',not g.get('images') and not g.get('textures'));check('Metres and Y-up',k['units']=='metres' and k['up']=='+Y');check('Identity root transforms',all(not any(t in g['nodes'][i] for t in ['matrix','translation','rotation','scale']) for i in roots))
def descendants(i):
 yield i
 for child in g['nodes'][i].get('children',[]):yield from descendants(child)
triangles={};primitives=0
for name,i in rootmap.items():
 ts=0
 for j in descendants(i):
  node=g['nodes'][j]
  if 'mesh' not in node:continue
  for p in g['meshes'][node['mesh']]['primitives']:
   ts+=g['accessors'][p['indices']]['count']//3;primitives+=1
   check(f'{name}: PBR attributes present',all(t in p['attributes'] for t in ['POSITION','NORMAL','TEXCOORD_0','TANGENT']))
   check(f'{name}: shelf binding',g['materials'][p['material']]['name'] in s)
 triangles[name]=ts;check(name+': triangle budget and manifest agree',ts==atoms[name]['triangles'] and ts<=atoms[name]['triangle_budget'])
check('Total triangles agree',sum(triangles.values())==k['total_triangles'])
for name,w,h,d in [('window_leaded',.7,1,.2),('window_leaded_stone',.7,1,.5),('window_small',.45,.55,.2),('door_plank',1,2,.5),('door_arched_double',1.8,2.6,.5),('window_shop',1.8,1.4,.2)]:
 a=atoms[name]['opening'];check(name+': clear opening contract',a['width']==w and a['height']==h and a['wall_thickness']==d)
for a in atoms.values():
 for c in a.get('children',[]):
  node=next((g['nodes'][i] for i in descendants(rootmap[a['node_name']]) if g['nodes'][i]['name']==c['node_name']),None)
  check(c['node_name']+': child pivot preserved',node is not None and max(abs(x-y) for x,y in zip(node.get('translation',[0,0,0]),c['translation']))<1e-6)
for name in ['tile_a','tile_b','tile_c','tile_d','tile_strip_a','tile_strip_b']:
 a=atoms[name];span=a['bounding_box']['max'][0]-a['bounding_box']['min'][0];check(name+': width/gauge',abs(span-(1.32 if 'strip' in name else .165))<1e-6 and a.get('course_gauge_metres',a.get('gauge_metres'))==.1)
check('Chimney 2.5m high',abs(atoms['chimney_stone']['bounding_box']['max'][1]-2.5)<1e-6)
check('Joist projects 0.45m',abs(atoms['joist_end']['projection_metres']-.45)<1e-6)
texturebytes=0
for name,a in s.items():
 for kind,p in a['maps'].items():
  im=Image.open(R/p);check(name+': '+kind+' dimensions',im.size==(a['resolution'],a['resolution']));texturebytes+=(R/p).stat().st_size
 if 'height_map' in a:
  data=(R/a['height_map']).read_bytes();check(name+': 16-bit grayscale Height',data[24]==16 and data[25]==0);texturebytes+=len(data)
check('Shelf within 64 MiB',texturebytes<64*1024**2);check('Primitive draw-call budget',primitives<=95)
audit=json.loads((R/'audit.json').read_text());check('Strict audit matches final GLB',audit['sha256']==hashlib.sha256(raw).hexdigest());check('Strict audit zero errors',not audit.get('errors'))
out={'status':'PASS','glb_sha256':hashlib.sha256(raw).hexdigest(),'atoms':len(atoms),'triangles':sum(triangles.values()),'per_atom_triangles':triangles,'primitives':primitives,'external_shelf_png_bytes':texturebytes,'checks':checks};(R/'validation.json').write_text(json.dumps(out,indent=2));print(json.dumps({key:val for key,val in out.items() if key not in ['checks','per_atom_triangles']}))
PY
python3 validate_delivery.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 54ms:
{"status": "PASS", "glb_sha256": "2e371a3645e14ade7a0edb4cff1c1f27743b8c46ed0fd1b91e935aa630c6ed8e", "atoms": 29, "triangles": 17786, "primitives": 76, "external_shelf_png_bytes": 52809226}

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/bin/bash -lc "cat > assembly_check.py <<'PY'
\"\"\"Small facade fixture: generated straight frame/infill, wall cuts and repeated atoms.
Not an additional exported master; renders the real kit in its assembly context.
\"\"\"
import bpy,sys,math,json
from pathlib import Path
from mathutils import Vector,Matrix
ROOT=Path(__file__).resolve().parent;sys.path.insert(0,str(ROOT))
exec(compile((ROOT/'render_kit.py').read_text().split(\"(ROOT/'renders').mkdir\")[0],str(ROOT/'render_kit.py'),'exec'))
import geometry as G
names=['Rubble_stone','Rubble_stone_dark','Oak_frame','Oak_frame_grey','Plaster_ochre','Plaster_white','Plaster_pink','Clay_tile','Clay_tile_dark','Dressed_limestone','Wrought_iron','Leaded_glass','Door_paint','Sign_paint']
# Unused shelf slots still need renderable materials for generated infill/walls.
for name in names:
 if name in bpy.data.materials:continue
 m=bpy.data.materials.new(name);m.use_nodes=True;bs=m.node_tree.nodes.get('Principled BSDF')
 for kind,path in SHELF[name]['maps'].items():
  tex=m.node_tree.nodes.new('ShaderNodeTexImage');tex.image=bpy.data.images.load(str(ROOT/path),check_existing=True);tex.image.colorspace_settings.name='sRGB' if kind=='BaseColor' else 'Non-Color'
  if kind=='BaseColor':m.node_tree.links.new(tex.outputs['Color'],bs.inputs['Base Color'])
  elif kind=='Normal':
   normal=m.node_tree.nodes.new('ShaderNodeNormalMap');m.node_tree.links.new(tex.outputs['Color'],normal.inputs[0]);m.node_tree.links.new(normal.outputs[0],bs.inputs['Normal'])
  else:
   sep=m.node_tree.nodes.new('ShaderNodeSeparateColor');m.node_tree.links.new(tex.outputs['Color'],sep.inputs[0]);m.node_tree.links.new(sep.outputs['Green'],bs.inputs['Roughness']);m.node_tree.links.new(sep.outputs['Blue'],bs.inputs['Metallic'])
G.MATS=[bpy.data.materials[n] for n in names];G.TILES=[SHELF[n]['tile_size_metres'] for n in names]
fixture=[]
def instance(name,x,y,z,rx=0,ry=0):
 source=masters[name];root=source.copy();root.data=source.data.copy() if source.type=='MESH' else None;bpy.context.collection.objects.link(root);root.name='FIXTURE_'+name;root.location=(x,-z,y);root.rotation_euler.rotate_axis('X',rx);root.rotation_euler.rotate_axis('Z',ry);root.hide_render=False
 def children(src,dst):
  for child in src.children:
   o=child.copy();o.data=child.data;o.parent=dst;bpy.context.collection.objects.link(o);o.hide_render=False;children(child,o)
 children(source,root);fixture.append(root);return root
frame=G.Mesh('FIXTURE_generated_frame_infill')
def box(x0,x1,y0,y1,z0,z1,mat,bevel=0,grain=(1,0,0)):
 frame.grain=Vector(grain);G.box(frame,((x0+x1)/2,(y0+y1)/2,(z0+z1)/2),(x1-x0,y1-y0,z1-z0),mat,bevel)
# Stone wall 0.5m thick, cut out for door and window, upper floor jetties 0.30m.
for lo,hi in [(-2,-1.45),(-.45,.65),(1.35,2)]:box(lo,hi,0,2.4,-.8,-.3,0,.006)
box(-1.45,-.45,2,2.4,-.8,-.3,0);box(.65,1.35,0,.85,-.8,-.3,0);box(.65,1.35,1.85,2.4,-.8,-.3,0)
instance('door_plank',-.95,0,-.3);instance('window_leaded_stone',1,.85,-.3)
# Infills are set back exactly 25mm from timber face. Central opening is .7 x 1.
for lo,hi in [(-1.94,-.44),(.44,1.94)]:box(lo,hi,2.46,4.74,-.19,-.025,4,.002)
for lo,hi in [(-.35,.35)]:box(lo,hi,2.46,3.0,-.19,-.025,5,.002);box(lo,hi,4.09,4.74,-.19,-.025,5,.002)
for x in [-1.94,1.94]:box(x-.06,x+.06,2.4,4.8,-.2,0,2,.007,(0,1,0))
for x in [-.395,.395]:
 for lo,hi in [(2.4,3.045),(4.045,4.8)]:box(x-.045,x+.045,lo,hi,-.2,0,2,.006,(0,1,0))
for y in [2.4,4.74]:box(-2,2,y,y+.06,-.2,0,2,.007)
instance('window_leaded',0,3.045,0)
instance('brace_storey',-1.24,2.4,0);o=instance('brace_storey',1.24,2.4,0);o.scale.x=-1
for x in [-1.5,-.5,.5,1.5]:instance('bressummer_1m',x,2.4,.02)
for x in [-1.75,-1.25,-.75,-.25,.25,.75,1.25,1.75]:instance('joist_end',x,2.18,-.3)
for x in [-1.88,1.88]:instance('jetty_bracket',x,2.18,-.3)
# Separate steep roof above the facade, repeated tiles in actual dimensions.
p=math.radians(55);length=1.82;ridgeY=4.82+length*math.sin(p);ridgeZ=-.5
rot=Matrix.Rotation(p,3,'X');G.box(frame,(0,ridgeY-length/2*math.sin(p)-.025,ridgeZ+length/2*math.cos(p)),(4.12,.035,length),8,0,rot)
for row in range(17):
 for x in [-1.32,0,1.32]:instance('tile_strip_'+('a' if row%2==0 else 'b'),x,ridgeY-row*.1*math.sin(p),ridgeZ+row*.1*math.cos(p),p)
for j in range(16):instance('ridge_tile_round',-1.91+j*.255,ridgeY+.025,ridgeZ)
for x in [-1.75,-1.25,-.75,-.25,.25,.75,1.25,1.75]:instance('rafter_end',x,4.84,.29)
instance('tavern_sign',1.79,3.4,.03);instance('barrel',-2.38,0,.35);instance('bench_wood',1.3,0,.58)
ob=frame.finish();ob.rotation_euler.x=math.pi/2;fixture.append(ob)
render('assembly_check.png',fixture,(.32,-1,.32),(1700,1500))
render('assembly_clay.png',fixture,(.32,-1,.32),(1700,1500),True)
print('ASSEMBLY_FIXTURE_COMPLETE')
PY
rsync -az assembly_check.py root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/
ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python assembly_check.py > assembly.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "tail -c 800 browser_check.log; ssh root@5.9.10.114 'tail -n 4 /root/fal-author/medieval-atom-kit-v1/build_v3.log; tail -n 6 /root/fal-author/medieval-atom-kit-v1/assembly.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 441ms:
on": [1.5707963267948966, 0, -0.0, "XYZ"]}]}, "dormer": {"frame": 247, "calls": 9, "triangles": 3754, "points": 0, "lines": 0, "textures": 39, "geometries": 77, "frameMedianMs": 319.20000076293945}, "tavern_sign": {"frame": 277, "calls": 5, "triangles": 1294, "points": 0, "lines": 0, "textures": 39, "geometries": 77, "frameMedianMs": 301.6000003814697}, "bressummer_1m": {"frame": 309, "calls": 2, "triangles": 546, "points": 0, "lines": 0, "textures": 39, "geometries": 77, "frameMedianMs": 256}, "ridge_tile_round": {"frame": 341, "calls": 3, "triangles": 142, "points": 0, "lines": 0, "textures": 39, "geometries": 77, "frameMedianMs": 161.60000038146973}}, "errors": [], "performance_note": "Chromium SwiftShader software WebGL; frame timing is capture-host evidence, not a device benchmark."}
01:14.534  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/reverse_check.png'
RENDERS_COMPLETE

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  mat=bpy.data.materials.new('STUDIO_floor');mat.use_nodes=True;mat.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.42,.43,.43,1);mat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.85;floor.data.materials.append(mat)
/root/fal-author/medieval-atom-kit-v1/render_kit.py:35: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('STUDIO_clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.42,.42,.42,1)
/root/fal-author/medieval-atom-kit-v1/assembly_check.py:14: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  m=bpy.data.materials.new(name);m.use_nodes=True;bs=m.node_tree.nodes.get('Principled BSDF')

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/bin/bash -lc "rsync -az root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/ ./ --exclude='sources' --exclude='*.log' --exclude='kit.blend1'
python3 make_sheet.py
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/kit.glb" --strict > audit.json
python3 validate_delivery.py' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
codex
The browser checks now open both casement leaves, both tavern doors, and the counter shutter without errors. I’m also rendering a small facade assembled from the kit to check the timber, plaster setback, and jetty parts together at their intended scale.
 succeeded in 4748ms:
{"status": "PASS", "glb_sha256": "1294a72858ccc260c1d5bc6bf0513758839e91c6737253110853847a7fad9ada", "atoms": 29, "triangles": 18710, "primitives": 76, "external_shelf_png_bytes": 52809226}

 succeeded in 21792ms:
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/bin/bash -lc "forge-agent run --harness gemini --model forge:build-gemini-38flash --repo /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1 --purpose medieval-atom-final-critic --timeout 300 --task 'Read-only independent final visual review. Absolute task directory /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1. Open sheet.png, kit_sheet.png, renders/dormer.png, renders/chimney_stone.png, renders/ridge_tile_round.png, renders/bressummer_1m.png and runtime_window_leaded_open.png using image tools. Compare reference intent within explicit low triangle budgets. There are 29 atoms and 14 shared materials. Neutral light Door_paint and Sign_paint are requested tint targets, not a defect. Previous review required dormer gaps, ridge mortar fit/lap, repetitive bressummer, blocky chimney and joist checks. Revision now has closed dormer infill; narrow bedding matching ridge skirt; rising overlap ends; continuous periodic vine; 12 irregular rubble courses within2492/2500 triangles; rough grain and checks. Return concise ACCEPT or REVISE, up to3 concrete remaining visible issues with severity. Do not edit anything, do not run builds. Reference absolute paths because the read-only worktree may not contain untracked artifacts.' > critic_02.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc 'python3 browser_check.py > browser_check.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "ssh root@5.9.10.114 'tail -n 4 /root/fal-author/medieval-atom-kit-v1/assembly.log'; tail -n 5 critic_02.log" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 542ms:
00:20.414  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/assembly_clay.png'
ASSEMBLY_FIXTURE_COMPLETE

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/bin/bash -lc 'rsync -az root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/assembly_check.png root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/assembly_clay.png ./' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 846ms:
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 exited 143 in 40127ms:
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/bin/bash -lc "python3 - <<'PY'
import urllib.request,json
x=json.load(urllib.request.urlopen('https://api.polyhaven.com/assets?t=textures'))
print([k for k in x if any(w in k for w in ['castle','medieval','stone_wall','rock_wall'])])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 exited 1 in 224ms:
Traceback (most recent call last):
  File "<stdin>", line 2, in <module>
  File "/usr/lib/python3.12/urllib/request.py", line 215, in urlopen
    return opener.open(url, data, timeout)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 521, in open
    response = meth(req, response)
               ^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 630, in http_response
    response = self.parent.error(
               ^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 559, in error
    return self._call_chain(*args)
           ^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 492, in _call_chain
    result = func(*args)
             ^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 639, in http_error_default
    raise HTTPError(req.full_url, code, msg, hdrs, fp)
urllib.error.HTTPError: HTTP Error 403: Forbidden

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/bin/bash -lc 'tail -n 5 critic_02.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:

--- git diff --stat (/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791415249-c7c533) ---
(no changes)
{"type": "result", "is_error": false, "result": "### Verdict: ACCEPT\n\nThe revisions resolve all previously flagged geometric and assembly defects within the allocated budgets.\n\n---\n\n### Verification Summary\n- **Dormer infill (`renders/dormer.png`):** Gable triangle and cheek infill are flush and closed with no light leaks or missing geometry; sill and framing interface cleanly with base planes.\n- **Ridge tile lap & mortar skirt (`renders/ridge_tile_round.png`):** Flared rising overlap end matches reference coursing; narrow grey mortar bedding strip underneath sits cleanly along the skirt without floating gaps.\n- **Bressummer 1m (`renders/bressummer_1m.png`):** Vine relief is continuous, periodic, and cleanly carved into the mouldings without repeating blocky artifacts.\n- **Stone chimney (`renders/chimney_stone.png`):** 12 distinct irregular rubble courses provide authentic relief and breaking joints (2,492 / 2,500 tris), capping cleanly under the double clay pots.\n- **Joists, brackets & runtime window (`sheet.png`, `runtime_window_leaded_open.png`):** Wood grain checks, chamfers, and hinge mechanics articulate cleanly with correct PBR response.\n\n---\n\n### Minor Visible Notes (Non-Blocking)\n\n1. **`renders/dormer.png` \u2014 Eave bargeboard overhang (Low)**  \n   The right-side rafter edge terminates slightly abruptly past the dormer cheek wall; in assembled roof structures, eave trim or bargeboards typically clip flush or carry an end-capping board.\n\n2. **`sheet.png` / `renders/ridge_tile_round.png` \u2014 Mortar bedding texture contrast (Low)**  \n   The bedding under the ridge tile is a uniform dark grey band; adding faint aggregate grain variation would match the chimney mortar more closely when viewed at extreme close-up.", "modelUsage": {"forge:build-gemini-38flash": {"inputTokens": 29442, "outputTokens": 1370, "cacheReadInputTokens": 35147, "cacheCreationInputTokens": 0, "webSearchRequests": 0, "contextWindow": 1000000, "maxOutputTokens": 32000, "thinkingTokens": 0, "canonicalModel": "forge:build-gemini-38flash", "provider": "firstParty", "cliEstimatedCostUSD": 0.19903350000000003, "costBasis": "provider-settlement-unverified"}}, "session_id": "28064ba1-4ee1-4970-960d-70ac9fb4cb46", "worktree": "/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791415249-c7c533", "branch": "task/1791415249-c7c533", "items": {"num_turns": 10, "subtype": "success", "served_models": ["gemini-3.8-flash"], "billing_source": "unverified"}}

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/bin/bash -lc "python3 - <<'PY'
import urllib.request,json
req=urllib.request.Request('https://api.polyhaven.com/assets?t=textures',headers={'User-Agent':'Mozilla/5.0'})
try:
 x=json.load(urllib.request.urlopen(req));print([k for k in x if any(w in k for w in ['castle','medieval','stone_wall','rock_wall'])])
except Exception as e:print(e)
PY
rg -n 'rock_wall|medieval|stone' ../breton-atom-kit-v1/build_kit.py | head -n 12" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 98ms:
['castle_brick_01', 'castle_brick_02_red', 'castle_brick_02_white', 'castle_brick_07', 'castle_brick_broken_06', 'castle_wall_slates', 'castle_wall_varriation', 'coral_stone_wall', 'japanese_stone_wall', 'medieval_blocks_02', 'medieval_blocks_03', 'medieval_blocks_05', 'medieval_blocks_06', 'medieval_red_brick', 'medieval_wall_01', 'medieval_wall_02', 'medieval_wood', 'mossy_stone_wall', 'old_stone_wall', 'old_stone_wall_02', 'plaster_stone_wall_01', 'plaster_stone_wall_02', 'plastered_stone_wall', 'red_sandstone_wall', 'rock_wall', 'rock_wall_02', 'rock_wall_03', 'rock_wall_04', 'rock_wall_05', 'rock_wall_06', 'rock_wall_07', 'rock_wall_08', 'rock_wall_09', 'rock_wall_10', 'rock_wall_11', 'rock_wall_12', 'rock_wall_13', 'rock_wall_14', 'rock_wall_15', 'rock_wall_16', 'rock_wall_17', 'rustic_stone_wall', 'rustic_stone_wall_02', 'stacked_stone_wall', 'stone_wall', 'stone_wall_02', 'stone_wall_03', 'stone_wall_04', 'stone_wall_05', 'wood_inlaid_stone_wall', 'yellow_stone_wall']
12:SOURCE=Path('/root/fal-author/breton-stone-house-v1')
87:   # registered CC0 scan into a wholly repeatable dry stone swatch instead.
109:  h=read_image(SOURCE/'textures'/'rock_wall_09_disp_1k.jpg',n)[:,:,0]
203:def window(g,w,h,shutters=False,offset=(0,0,0),stone=True):
208:  if stone:
287:# Individual gable infill stones, neatly clipped to triangular envelope.
400:material_doc={'schema':'forge.material-shelf.v1','materials':shelf,'moss_lower_zone':{'material':'Granite_lime_moss_base','height_metres':.9,'uv_rule':'Use identical world-surface metre UV coordinates for both granite maps: U=facade_distance/2.25, V=height/2.25. Bind base material on generated wall faces below 0.9 m. For a soft transition, mix the two BaseColor/ORM samples with 1-smoothstep(0.65,0.9,world_height); normal and height are identical. Do not stretch UVs to fit a wall or base band.','normal_and_height_shared':True},'runtime_binding':'Bind maps by exact material name. BaseColor sRGB; Normal and ORM linear; RepeatWrapping; texture.flipY=false for glTF UVs; normalScale=(1,1), roughness=1, metalness=1 (ORM drives both). AO reads UV0. Geometry UVs already divide by tile size: do not divide or repeat again.','provenance':{'license':'CC0','source':'Poly Haven','ids':['rock_wall_09','worn_rock_natural_01','wooden_planks','metal_plate_02','slate_floor_03'],'read_only_source':str(SOURCE)}}
404:(ROOT/'NOTES.md').write_text('\n'.join(["19 Breton fisherman’s house atoms in kit.glb; Y up, +Z outward, metres; door_leaf is a left-hinged child.",f"{kitdoc['total_triangles']:,} triangles total; every atom within its requested ceiling; counts and bounds in kit.json.","Eight original material names plus optional Granite_lime_moss_base; external tileable PBR shelf, metric UV0; no GLB images.","PNG shelf: primary maps 1024², frames/zinc/glass/terracotta 512²; registered granite Height is 1024² 16-bit grey.","Poly Haven CC0 ids: rock_wall_09, worn_rock_natural_01, wooden_planks, metal_plate_02, slate_floor_03; reused existing downloads and bakes read-only.","House differences: requested smaller openings, modular origins/budgets, repeatable moss base replaces unique wall atlas; opaque old glass retained; no whole-house walls."])+ '\n')

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/bin/bash -lc "python3 - <<'PY'
from concurrent.futures import ThreadPoolExecutor
from urllib.request import Request,urlopen
from pathlib import Path
from PIL import Image,ImageDraw
ids=['medieval_blocks_02','medieval_blocks_03','medieval_blocks_05','castle_wall_varriation','stone_wall_02','rock_wall_05']
def fetch(k):
 try:
  u=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{k}/{k}_diff_1k.jpg';p=Path('sources')/(k+'_diff_1k.jpg');p.write_bytes(urlopen(Request(u,headers={'User-Agent':'Mozilla/5.0'})).read());return k,p
 except Exception as e:print(k,str(e))
results=list(ThreadPoolExecutor(6).map(fetch,ids));im=Image.new('RGB',(1200,850),'white');d=ImageDraw.Draw(im)
for i,v in enumerate(results):
 if not v:continue
 k,p=v;im.paste(Image.open(p).resize((390,390)),((i%3)*400,(i//3)*425));d.text(((i%3)*400+5,(i//3)*425+395),k,fill='black')
im.save('sources/stone_candidates.jpg')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 553ms:
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codex
The independent visual review accepted the revised atoms. The assembly render caught one remaining mismatch: the wall texture reads as large fieldstones. I’m replacing it with a finer coursed-stone scan to better match the reference.
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/bin/bash -lc "python3 - <<'PY'
from concurrent.futures import ThreadPoolExecutor
from urllib.request import Request,urlopen
from pathlib import Path
k='castle_wall_varriation'
def get(t):
 p=Path('sources')/f'{k}_{t}_1k.jpg';p.write_bytes(urlopen(Request(f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{k}/{p.name}',headers={'User-Agent':'Mozilla/5.0'})).read());print(p.name)
list(ThreadPoolExecutor(3).map(get,['nor_gl','arm','disp']))
p=Path('shelf.py');s=p.read_text().replace(\"TILES=[2.25,2.25,\", \"TILES=[1.75,1.75,\").replace(\"src='rock_wall_09'\",\"src='castle_wall_varriation'\").replace(\"(lum[:,:,None]*.9+.12)\",\"(lum[:,:,None]*.8+.18)\").replace(\"'rock_wall_09','rough_wood'\",\"'castle_wall_varriation','rough_wood'\");p.write_text(s)
p=Path('README.md');s=p.read_text().replace('[rock_wall_09](https://polyhaven.com/a/rock_wall_09)','[castle_wall_varriation](https://polyhaven.com/a/castle_wall_varriation)');s=s.replace('## Validation','"'`assembly_check.py` renders a small facade fixture with generated straight members and infill, a 0.5 m stone wall, repeated jetty joinery and tile courses. `assembly_check.png` and `assembly_clay.png` show that fixture; it is not an extra master in the GLB.'"\\n\\n## Validation');p.write_text(s)
PY
rsync -az shelf.py root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/
rsync -az sources/castle_wall_varriation* root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/sources/
ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python build_kit.py > build_final.log 2>&1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python assembly_check.py > assembly.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "tail -c 300 browser_check.log; ls sources; rg -n 'coord|CLAIM' SCOPE.md started.txt" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 exited 1 in 0ms:
000038146973}, "ridge_tile_round": {"frame": 350, "calls": 3, "triangles": 142, "points": 0, "lines": 0, "textures": 39, "geometries": 77, "frameMedianMs": 144}}, "errors": [], "performance_note": "Chromium SwiftShader software WebGL; frame timing is capture-host evidence, not a device benchmark."}
castle_wall_varriation_arm_1k.jpg
castle_wall_varriation_diff_1k.jpg
castle_wall_varriation_disp_1k.jpg
castle_wall_varriation_nor_gl_1k.jpg
medieval_blocks_02_diff_1k.jpg
medieval_blocks_03_diff_1k.jpg
medieval_blocks_05_diff_1k.jpg
medieval_wood_diff_1k.jpg
metal_plate_02_arm_1k.jpg
metal_plate_02_diff_1k.jpg
metal_plate_02_nor_gl_1k.jpg
rock_wall_05_diff_1k.jpg
rock_wall_09_arm_1k.jpg
rock_wall_09_diff_1k.jpg
rock_wall_09_disp_1k.jpg
rock_wall_09_nor_gl_1k.jpg
rough_plaster_03_arm_1k.png
rough_plaster_03_diff_1k.png
rough_plaster_03_disp_1k.png
rough_plaster_03_nor_gl_1k.png
rough_wood_arm_1k.png
rough_wood_diff_1k.jpg
rough_wood_nor_gl_1k.png
stone_candidates.jpg
stone_wall_02_diff_1k.jpg
weathered_brown_planks_diff_1k.jpg
wooden_planks_arm_1k.jpg
wooden_planks_diff_1k.jpg
wooden_planks_nor_gl_1k.jpg
worn_rock_natural_01_arm_1k.jpg
worn_rock_natural_01_diff_1k.jpg
worn_rock_natural_01_nor_gl_1k.jpg

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_kit.py');s=p.read_text().replace(\"+.06*z,z)) for layer\", \"+.16*z,z)) for layer\").replace('built-in lap tilt 0.06 m/m','built-in lap tilt 0.16 m/m').replace('.0006*((j+variant)%3)', '.0002*((j+variant)%3)');p.write_text(s)
p=Path('validate_delivery.py');s=p.read_text().replace(\"check('Chimney 2.5m high'\", \"gap=min(.16*.1-.012+.0035*(math.sin(math.pi*z/.265)-math.sin(math.pi*(z-.1)/.265))-.0004 for z in [.1+j*.165/1000 for j in range(1001)])\\ncheck('Plain tile overlap stays separated at 100mm gauge including strip jitter',gap>0)\\ncheck('Chimney 2.5m high'\");p.write_text(s)
PY
rsync -az build_kit.py root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/
ssh root@5.9.10.114 'tail -n 5 /root/fal-author/medieval-atom-kit-v1/build_final.log; tail -n 3 /root/fal-author/medieval-atom-kit-v1/assembly.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 1631ms:
00:47.329  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/window_shop.png'
00:48.461  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/window_small.png'
00:55.113  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_joinery.png'
01:01.816  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_timber.png'
01:08.563  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_roof.png'
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('browser_check.py');s=p.read_text().replace('import asyncio,json','import asyncio,json,hashlib');s=s.replace(\"'width':1600,'height':1100\",\"'width':1280,'height':960\")
s=s.replace(\"qa['captures']={}\",\"qa['captures']={};qa['glb_sha256']=hashlib.sha256(Path('kit.glb').read_bytes()).hexdigest();assert qa['all_metrics']['triangles']==json.loads(Path('kit.json').read_text())['total_triangles']+2\")
s=s.replace(\"['window_leaded','door_arched_double','window_shop','dormer'\", \"['window_leaded','window_leaded_stone','window_small','door_plank','door_arched_double','window_shop','dormer'\")
s=s.replace(\"if name in ['window_leaded','door_arched_double','window_shop']:\",\"if name in ['window_leaded','window_leaded_stone','window_small','door_plank','door_arched_double','window_shop']:\")
s=s.replace(\"await page.evaluate('window.kitOpen(false)')\", \"await page.evaluate('window.kitOpen(false)');qa['captures'][name]['closed_transforms']=await page.evaluate('window.kitTransforms()');assert all(all(abs(v)<1e-6 for v in t['rotation'][:3]) for t in qa['captures'][name]['closed_transforms']);assert all(any(abs(v)>.5 for v in t['rotation'][:3]) for t in qa['captures'][name]['open_transforms'])\")
s=s.replace(\"qa['errors']=errors;\", \"qa['errors']=errors;assert not errors;qa['status']='PASS';\")
p.write_text(s)
PY
python3 -m py_compile build_kit.py shelf.py geometry.py render_kit.py assembly_check.py browser_check.py validate_delivery.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
 succeeded in 110079ms:
castle_wall_varriation_arm_1k.jpg
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castle_wall_varriation_disp_1k.jpg

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/bin/bash -lc "ssh root@5.9.10.114 'tail -n 4 /root/fal-author/medieval-atom-kit-v1/build_final.log; tail -n 4 /root/fal-author/medieval-atom-kit-v1/assembly.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 411ms:
01:28.925  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/reverse_check.png'
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00:17.093  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/assembly_clay.png'
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/bin/bash -lc "ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python build_kit.py -- --reuse-shelf > build_final.log 2>&1 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --factory-startup --python-exit-code 1 --python assembly_check.py > assembly.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "rsync -az root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/materials/ materials/
rsync -az root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/materials.json root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/texture_evidence.json ./
python3 - <<'PY'
from pathlib import Path
keep=['castle_wall_varriation_','rough_wood_','rough_plaster_03_','worn_rock_natural_01_','metal_plate_02_']
for p in Path('sources').iterdir():
 if p.is_file() and not any(p.name.startswith(k) for k in keep):p.unlink()
for name in ['wooden_planks_diff_1k.jpg']:
 p=Path(name)
 if p.exists():p.unlink()
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 1827ms:
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/bin/bash -lc "git rev-parse --git-common-dir; git worktree list; forge-agent --help | head -n 35; ssh root@5.9.10.114 'tail -n 3 /root/fal-author/medieval-atom-kit-v1/build_final.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 893ms:
../../.git
/home/claude-agent/forge-build/forge-assets                                                               a82030f [main]
/home/claude-agent/forge-build/forge-assets/.forge-worktrees/1791414560-a2a059                            5ff99cf [task/1791414560-a2a059]
/home/claude-agent/forge-build/forge-assets/.forge-worktrees/1791414984-e42e7a                            ecb293b [task/1791414984-e42e7a]
/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791414621-9442c3  2e0c40e [task/1791414621-9442c3]
/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791415249-c7c533  a82030f [task/1791415249-c7c533]
usage: forge-agent [-h] {run,gc} ...

positional arguments:
  {run,gc}
    run       spawn one worker on an isolated worktree
    gc        remove finished worker worktrees (branches kept) and stop dev
              servers left in them or in deleted folders

options:
  -h, --help  show this help message and exit
00:22.079  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/tile_b.png'
00:23.187  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/tile_c.png'
00:24.274  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/tile_d.png'

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/bin/bash -lc "cat > package_kit.py <<'PY'
\"\"\"Package the standalone kit, reproducible source, and review evidence.\"\"\"
from pathlib import Path
import zipfile,json,hashlib
R=Path(__file__).resolve().parent
names=['kit.glb','kit.blend','kit.json','materials.json','README.md','build_kit.py','geometry.py','shelf.py','render_kit.py','assembly_check.py','make_sheet.py','validate_delivery.py','browser_check.py','kit_sheet.png','material_sheet.png','assembly_check.png','assembly_clay.png','details_joinery.png','details_timber.png','details_roof.png','details_props.png','clay_check.png','reverse_check.png','audit.json','validation.json','runtime_check.json','texture_evidence.json','build_evidence.json','REVIEW.md']
files=[R/n for n in names]
for directory in ['materials','sources','viewer','renders']:files.extend(p for p in (R/directory).rglob('*') if p.is_file())
files.extend(R.glob('runtime_*.png'))
manifest={str(p.relative_to(R)):{'bytes':p.stat().st_size,'sha256':hashlib.sha256(p.read_bytes()).hexdigest()} for p in sorted(files)}
(R/'delivery_manifest.json').write_text(json.dumps(manifest,indent=2));files.append(R/'delivery_manifest.json')
with zipfile.ZipFile(R/'medieval-atom-kit-v1.zip','w',zipfile.ZIP_DEFLATED,compresslevel=5) as z:
 for p in sorted(files):z.write(p,'medieval-atom-kit-v1/'+str(p.relative_to(R)))
print('Packaged',len(files),'files;', (R/'medieval-atom-kit-v1.zip').stat().st_size,'bytes')
PY
cat > REVIEW.md <<'MD'
# Delivery review

The kit contains all 29 requested atom masters and all 14 named shelf materials. No gutters, well, or generated whole-house wall atoms are included. The facade in "'`assembly_check.png` is a separate compatibility fixture that uses the kit and generated straight framing, infill and wall cuts.

Strict GLB auditing and independent manifest validation check identity master transforms, finite attributes, nondegenerate triangles, required UV/tangent attributes, exact material binding names, per-atom ceilings, child pivots and dimensional contracts. `validation.json` contains the individual results. Plain-tile overlap is checked at the requested 100 mm gauge, including baked strip jitter.

Actual Three.js loading, material replacement and moving-child open/close tests are recorded in `runtime_check.json`. Screenshots cover closed/open windows, doors and shop counter, individual details and a rear clay dormer view. All timings are from Chromium SwiftShader and are not a game-device benchmark.

An independent Gemini visual critic reviewed the initial and revised GLB renders against the supplied reference. The revised review returned ACCEPT. It noted two small remaining aesthetic limitations: the dormer eave termination is simple, and the ridge mortar could show more aggregate at extreme close-up. The source and evidence are retained in `critic_01.log` and `critic_02.log` in the working directory.

The final assembly pass replaced the initial fieldstone scan with a smaller, coursed wall scan. Wall and plaster Height maps are supplied for assembler displacement; the flat generated wall fixture uses normal maps only. Glass is deliberately opaque and smoky. Door and sign paint remain light neutral for tinting.
MD
ssh root@5.9.10.114 '"'tail -n 3 /root/fal-author/medieval-atom-kit-v1/build_final.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 445ms:
00:31.908  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/renders/window_small.png'
00:38.683  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_joinery.png'
00:45.325  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/details_timber.png'

codex
The final checks cover every atom’s dimensions and triangle budget. I also corrected the plain-tile lap so repeated 100 mm courses stay separated despite the baked jitter. The remaining work is the final browser pass and packaging.
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/bin/bash -lc "ssh root@5.9.10.114 'tail -n 4 /root/fal-author/medieval-atom-kit-v1/build_final.log; tail -n 3 /root/fal-author/medieval-atom-kit-v1/assembly.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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  clay=bpy.data.materials.new('STUDIO_clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.42,.42,.42,1)
/root/fal-author/medieval-atom-kit-v1/assembly_check.py:14: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  m=bpy.data.materials.new(name);m.use_nodes=True;bs=m.node_tree.nodes.get('Principled BSDF')

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('package_kit.py');s=p.read_text().replace(\"'browser_check.py','kit_sheet.png'\", \"'browser_check.py','package_kit.py','kit_sheet.png'\");p.write_text(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "rsync -az root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/ ./ --exclude='sources' --exclude='*.log' --exclude='kit.blend1' --exclude='assembly_check.png' --exclude='assembly_clay.png'
python3 make_sheet.py
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/kit.glb" --strict > audit.json
python3 validate_delivery.py
python3 browser_check.py > browser_check.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc 'ls -al /home/claude-agent/forge-build/forge-assets/.git/worktrees | tail -n 10' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
total 24
drwxrwxr-x 6 claude-agent claude-agent 4096 Oct  7 23:20 .
drwxrwxr-x 9 claude-agent claude-agent 4096 Oct  7 23:16 ..
drwxrwxr-x 3 claude-agent claude-agent 4096 Oct  7 23:20 1791414560-a2a059
drwxrwxr-x 3 claude-agent claude-agent 4096 Oct  7 23:10 1791414621-9442c3
drwxrwxr-x 3 claude-agent claude-agent 4096 Oct  7 23:16 1791414984-e42e7a
drwxrwxr-x 3 claude-agent claude-agent 4096 Oct  7 23:20 1791415249-c7c533

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/bin/bash -lc 'git worktree remove /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791414621-9442c3
git worktree remove /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/.forge-worktrees/1791415249-c7c533' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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/bin/bash -lc "ssh root@5.9.10.114 'tail -n 5 /root/fal-author/medieval-atom-kit-v1/assembly.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 519ms:
00:08.844  render           | Saved: '/root/fal-author/medieval-atom-kit-v1/assembly_check.png'
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/bin/bash -lc "rsync -az root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/assembly_check.png root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/assembly_clay.png ./
python3 - <<'PY'
import json
v=json.load(open('validation.json'));print({k:v[k] for k in ['status','atoms','triangles','primitives','external_shelf_png_bytes']})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 979ms:
{'status': 'PASS', 'atoms': 29, 'triangles': 18726, 'primitives': 76, 'external_shelf_png_bytes': 53646769}

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/bin/bash -lc "tail -c 350 browser_check.log; python3 - <<'PY'
from pathlib import Path
p=Path('README.md');s=p.read_text().replace('Tile strips span exactly 1.32 m.', 'Tile strips span exactly 1.32 m. Stagger alternate courses by 0.0825 m and trim the verge boundary, using individual tiles for the edge fill.')
p.write_text(s)
PY
ls -lt runtime_*.png | head -n 4" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
-rw-rw-r-- 1 claude-agent claude-agent 495355 Oct  7 23:26 runtime_door_arched_double.png
-rw-rw-r-- 1 claude-agent claude-agent 245542 Oct  7 23:26 runtime_door_plank_open.png
-rw-rw-r-- 1 claude-agent claude-agent 359439 Oct  7 23:26 runtime_door_plank.png
-rw-rw-r-- 1 claude-agent claude-agent 428245 Oct  7 23:26 runtime_window_small_open.png

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exec
/bin/bash -lc "rg -n 'PASS|errors|warnings' audit.json | tail -n 5; du -sh sources materials; python3 - <<'PY'
import json
k=json.load(open('kit.json')); print('GLB bytes',k['glb_bytes']);print('Dormer',next(a['triangles'] for a in k['atoms'] if a['node_name']=='dormer'))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
28M	sources
52M	materials
GLB bytes 2039876
Dormer 4532

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exec
/bin/bash -lc 'tail -n 15 audit.json; cat build_evidence.json; git status --short -- . | tail -n 15' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
      "same_as": "window_leaded_casement_right[1]"
    },
    {
      "primitive": "window_leaded_stone_casement_right[2]",
      "same_as": "window_leaded_casement_right[2]"
    }
  ],
  "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.",
  "triangles": 18726,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": [
    "duplicate_primitives"
  ]
}
{
  "builder_sha256": "5fd799a9b1e1b1524d44f5ed669cf68a2b79733de3daebfd3e5e15e42962d75e",
  "glb_sha256": "19bad5abffa0740209c280d7cff49a9f8a61cd50264739885b8f031727fa8687",
  "seconds_before_render": 1.0216236114501953
}?? package_kit.py
?? preflight.py
?? render_kit.py
?? renders/
?? revision_01/
?? rough_wood_diff_1k.jpg
?? runtime_check.json
?? shelf.py
?? sources/
?? started.txt
?? texture_evidence.json
?? validate_delivery.py
?? validation.json
?? viewer/
?? viewer_server.log

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('REVIEW.md');s=p.read_text().replace('"'`validation.json` contains the individual results.'"', '"'`validation.json` contains the individual results. The audit records intentional duplicate casement primitives between the timber-wall and stone-wall window variants; their moving windows are the same design, as requested.'"')
p.write_text(s)
p=Path('rough_wood_diff_1k.jpg')
if p.exists():p.unlink()
for name in ['/tmp/medieval_revision3.py','/tmp/medieval_restore.py','/tmp/medieval_finish_geometry.py']:
 p=Path(name)
 if p.exists():p.unlink()
PY
ssh root@5.9.10.114 'python3 - <<\"PY\"
from pathlib import Path
root=Path(\"/root/fal-author/medieval-atom-kit-v1\")
keep=[\"castle_wall_varriation_\",\"rough_wood_\",\"rough_plaster_03_\",\"worn_rock_natural_01_\",\"metal_plate_02_\"]
for p in (root/\"sources\").iterdir():
 if p.is_file() and not any(p.name.startswith(k) for k in keep):p.unlink()
for name in [\"rough_wood_diff_1k.jpg\",\"wooden_planks_diff_1k.jpg\",\"kit.blend1\"]:
 p=root/name
 if p.exists():p.unlink()
PY'
tail -c 200 browser_check.log" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 485ms:
 succeeded in 86257ms:
{"status": "PASS", "glb_sha256": "19bad5abffa0740209c280d7cff49a9f8a61cd50264739885b8f031727fa8687", "atoms": 29, "triangles": 18726, "primitives": 76, "external_shelf_png_bytes": 53646769}

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exec
/bin/bash -lc 'ls -lt runtime_*.png | head -n 5; tail -c 120 browser_check.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
-rw-rw-r-- 1 claude-agent claude-agent 125364 Oct  7 23:27 runtime_dormer_rear_clay.png
-rw-rw-r-- 1 claude-agent claude-agent 485431 Oct  7 23:27 runtime_ridge_tile_round.png
-rw-rw-r-- 1 claude-agent claude-agent 287893 Oct  7 23:27 runtime_bressummer_1m.png
-rw-rw-r-- 1 claude-agent claude-agent 286390 Oct  7 23:27 runtime_tavern_sign.png
-rw-rw-r-- 1 claude-agent claude-agent 424060 Oct  7 23:27 runtime_dormer.png
rformance_note": "Chromium SwiftShader software WebGL; frame timing is capture-host evidence, not a device benchmark."}

context compacted
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exec
/bin/bash -lc "python3 - <<'PY'
import json
p=json.load(open('runtime_check.json'))
print(json.dumps(p,indent=2)[:5000])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
{
  "ready": true,
  "atoms": [
    "barrel",
    "bench_wood",
    "brace_storey",
    "brace_straight",
    "bressummer_1m",
    "chimney_stone",
    "corner_stone",
    "door_arched_double",
    "door_plank",
    "dormer",
    "jetty_bracket",
    "joist_end",
    "lantern_iron",
    "peg_cluster",
    "rafter_end",
    "ridge_tile_round",
    "roof_underlay",
    "tavern_sign",
    "tile_a",
    "tile_b",
    "tile_c",
    "tile_d",
    "tile_strip_a",
    "tile_strip_b",
    "verge_board_1m",
    "window_leaded",
    "window_leaded_stone",
    "window_shop",
    "window_small"
  ],
  "materialNames": [
    "Rubble_stone",
    "Rubble_stone_dark",
    "Oak_frame",
    "Oak_frame_grey",
    "Plaster_ochre",
    "Plaster_white",
    "Plaster_pink",
    "Clay_tile",
    "Clay_tile_dark",
    "Dressed_limestone",
    "Wrought_iron",
    "Leaded_glass",
    "Door_paint",
    "Sign_paint"
  ],
  "embeddedTextures": 0,
  "textureGpuBytesEstimate": 184549376.00000012,
  "renderer": "WebKit WebGL",
  "all_metrics": {
    "frame": 45,
    "calls": 77,
    "triangles": 18728,
    "points": 0,
    "lines": 0,
    "textures": 39,
    "geometries": 77,
    "frameMedianMs": 16.899999618530273
  },
  "captures": {
    "window_leaded": {
      "frame": 76,
      "calls": 8,
      "triangles": 1078,
      "points": 0,
      "lines": 0,
      "textures": 39,
      "geometries": 77,
      "frameMedianMs": 103.10000038146973,
      "open_transforms": [
        {
          "name": "window_leaded_casement_left",
          "rotation": [
            -0.0,
            -0.85,
            -0.0,
            "XYZ"
          ]
        },
        {
          "name": "window_leaded_casement_right",
          "rotation": [
            -0.0,
            0.85,
            -0.0,
            "XYZ"
          ]
        }
      ],
      "closed_transforms": [
        {
          "name": "window_leaded_casement_left",
          "rotation": [
            -0.0,
            0,
            -0.0,
            "XYZ"
          ]
        },
        {
          "name": "window_leaded_casement_right",
          "rotation": [
            -0.0,
            0,
            -0.0,
            "XYZ"
          ]
        }
      ]
    },
    "window_leaded_stone": {
      "frame": 139,
      "calls": 9,
      "triangles": 1358,
      "points": 0,
      "lines": 0,
      "textures": 39,
      "geometries": 77,
      "frameMedianMs": 132,
      "open_transforms": [
        {
          "name": "window_leaded_stone_casement_left",
          "rotation": [
            -0.0,
            -0.85,
            -0.0,
            "XYZ"
          ]
        },
        {
          "name": "window_leaded_stone_casement_right",
          "rotation": [
            -0.0,
            0.85,
            -0.0,
            "XYZ"
          ]
        }
      ],
      "closed_transforms": [
        {
          "name": "window_leaded_stone_casement_left",
          "rotation": [
            -0.0,
            0,
            -0.0,
            "XYZ"
          ]
        },
        {
          "name": "window_leaded_stone_casement_right",
          "rotation": [
            -0.0,
            0,
            -0.0,
            "XYZ"
          ]
        }
      ]
    },
    "window_small": {
      "frame": 200,
      "calls": 5,
      "triangles": 638,
      "points": 0,
      "lines": 0,
      "textures": 39,
      "geometries": 77,
      "frameMedianMs": 146.10000038146973,
      "open_transforms": [
        {
          "name": "window_small_casement_left",
          "rotation": [
            -0.0,
            -0.85,
            -0.0,
            "XYZ"
          ]
        }
      ],
      "closed_transforms": [
        {
          "name": "window_small_casement_left",
          "rotation": [
            -0.0,
            0,
            -0.0,
            "XYZ"
          ]
        }
      ]
    },
    "door_plank": {
      "frame": 261,
      "calls": 6,
      "triangles": 1014,
      "points": 0,
      "lines": 0,
      "textures": 39,
      "geometries": 77,
      "frameMedianMs": 130.29999923706055,
      "open_transforms": [
        {
          "name": "door_plank_leaf",
          "rotation": [
            -0.0,
            -1.1,
            -0.0,
            "XYZ"
          ]
        }
      ],
      "closed_transforms": [
        {
          "name": "door_plank_leaf",
          "rotation": [
            -0.0,
            0,
            -0.0,
            "XYZ"
          ]
        }
      ]
    },
    "door_arched_double": {
      "frame": 323,
      "calls": 8,
      "triangles": 1866,
      "points": 0,
      "lines": 0,
      "textures": 39,
      "geometries": 77,
      "frameMedianMs": 116.80000114440918,
      "open_transforms": [
        {
          "name": "door_arched_double_left",
          "rotation": [
            -0.0,
            -1.1,
            -0.0,
            "XYZ"
          ]
        },
        {
          "name": "door_arched_double_right",
          "rotation": [
            

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exec
/bin/bash -lc "python3 package_kit.py
python3 - <<'PY'
import json,zipfile,hashlib
from pathlib import Path
r=json.load(open('runtime_check.json'))
print('Runtime errors:',r.get('errors'))
p=Path('medieval-atom-kit-v1.zip')
with zipfile.ZipFile(p) as z:
 assert z.testzip() is None
 print('Archive verified:',len(z.namelist()),'files;',p.stat().st_size,'bytes')
print('GLB SHA256:',hashlib.sha256(Path('kit.glb').read_bytes()).hexdigest())
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
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exec
/bin/bash -lc "ps -eo pid,args | rg '[h]ttp.server 18789'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
3668686 python3 -m http.server 18789 --bind 127.0.0.1

 succeeded in 4404ms:
Packaged 150 files; 125743148 bytes
Runtime errors: []
Archive verified: 150 files; 125743148 bytes
GLB SHA256: 19bad5abffa0740209c280d7cff49a9f8a61cd50264739885b8f031727fa8687

codex
The browser checks passed, including opening casements, door leaves, and the shop shutter. The kit has 29 atoms and 14 materials, with every atom within its triangle budget. I’m verifying the archive and syncing the final delivery.

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exec
/bin/bash -lc "sed -n '1,130p' package_kit.py
kill 3668686
rmdir .forge-worktrees 2>/dev/null || true" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 0ms:
"""Package the standalone kit, reproducible source, and review evidence."""
from pathlib import Path
import zipfile,json,hashlib
R=Path(__file__).resolve().parent
names=['kit.glb','kit.blend','kit.json','materials.json','README.md','build_kit.py','geometry.py','shelf.py','render_kit.py','assembly_check.py','make_sheet.py','validate_delivery.py','browser_check.py','package_kit.py','kit_sheet.png','material_sheet.png','assembly_check.png','assembly_clay.png','details_joinery.png','details_timber.png','details_roof.png','details_props.png','clay_check.png','reverse_check.png','audit.json','validation.json','runtime_check.json','texture_evidence.json','build_evidence.json','REVIEW.md']
files=[R/n for n in names]
for directory in ['materials','sources','viewer','renders']:files.extend(p for p in (R/directory).rglob('*') if p.is_file())
files.extend(R.glob('runtime_*.png'))
manifest={str(p.relative_to(R)):{'bytes':p.stat().st_size,'sha256':hashlib.sha256(p.read_bytes()).hexdigest()} for p in sorted(files)}
(R/'delivery_manifest.json').write_text(json.dumps(manifest,indent=2));files.append(R/'delivery_manifest.json')
with zipfile.ZipFile(R/'medieval-atom-kit-v1.zip','w',zipfile.ZIP_DEFLATED,compresslevel=5) as z:
 for p in sorted(files):z.write(p,'medieval-atom-kit-v1/'+str(p.relative_to(R)))
print('Packaged',len(files),'files;', (R/'medieval-atom-kit-v1.zip').stat().st_size,'bytes')

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exec
/bin/bash -lc 'rsync -az --exclude=.forge-worktrees --exclude=__pycache__ ./ root@5.9.10.114:/root/fal-author/medieval-atom-kit-v1/' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 2864ms:
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exec
/bin/bash -lc "ssh root@5.9.10.114 'cd /root/fal-author/medieval-atom-kit-v1 && sha256sum kit.glb && stat -c %s medieval-atom-kit-v1.zip'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1
 succeeded in 486ms:
19bad5abffa0740209c280d7cff49a9f8a61cd50264739885b8f031727fa8687  kit.glb
125743148

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codex
Built **29 atoms and 14 materials**, totaling **18,726 triangles**. All per-atom budgets and browser articulation checks passed.

- [Download complete kit](/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/medieval-atom-kit-v1.zip)
- [Preview sheet](/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/kit_sheet.png)
- [Assembly example](/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/assembly_check.png)

Includes GLB, Blender source, external PBR textures, placement contracts, reproducible scripts, and an interactive viewer. Also synced to `/root/fal-author/medieval-atom-kit-v1/`.
tokens used
249,391
Built **29 atoms and 14 materials**, totaling **18,726 triangles**. All per-atom budgets and browser articulation checks passed.

- [Download complete kit](/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/medieval-atom-kit-v1.zip)
- [Preview sheet](/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/kit_sheet.png)
- [Assembly example](/home/claude-agent/forge-build/forge-assets/jobs/medieval-atom-kit-v1/assembly_check.png)

Includes GLB, Blender source, external PBR textures, placement contracts, reproducible scripts, and an interactive viewer. Also synced to `/root/fal-author/medieval-atom-kit-v1/`.
