Reading prompt from stdin...
OpenAI Codex v0.161.0
--------
workdir: /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: medium
reasoning summaries: none
session id: 01a11d6d-43d0-77d0-91b1-a908fa4fd2f7
--------
user
Build a KIT of six realistic late-medieval French town houses (Dinan / Vitré / Rouen / Troyes) as one glTF, for Forge's
procedural towns. Look at sheet_a.jpg (house 1 merchant, house 2 shop), sheet_b.jpg (house 3 tavern, house 4 stone
tower house) and sheet_c.jpg (house 5 joiner's workshop, house 6 bakery) with your image tool first. Match their look,
detail and AGE: this kit replaces cheap procedural houses that the operator called "all the same, cheap roofs". The bar is
our earlier Breton house (../breton-stone-house-v2/final.png + build_breton-stone-house.py: read both, reuse its methods).
The sheets' dimension callouts are wrong: use the sizes below.

Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:
  ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/<script>.py
(first ssh gex44 mkdir -p /root/fal-author/medieval-hero-houses-v1, scp scripts/textures there, scp renders back here and
LOOK at them). Only one Blender job at a time on that box.

Houses (W = frontage, exact, side wall outer planes at x = -W/2 and +W/2; D = depth; storeys: ground 3.0 m, upper 2.6 m):
1 House_merchant  W 8,  D 10, 4 storeys, gable to the street, granite ground floor (pointed-arch door + arched shop opening), 3 jettied half-timber storeys on carved corbels, leaded windows, slate roof, 2 dormers, finial.
2 House_shop      W 6,  D 9,  3 storeys, eaves to the street, open shop front with the counter shutter let down as a table, ochre plaster + dark oak, jetties, clay tile roof, dormer, brick chimney.
3 House_tavern    W 10, D 10, 3 storeys, eaves to the street, stone ground floor with a round-arched cart entrance and a studded door, half-timber above, big iron sign bracket with a painted board (no words), lantern, tile roof, chimney.
4 House_tower     W 5,  D 8,  4 storeys, gable to the street, dressed granite + rubble, mullioned windows, oriel on the 2nd floor, slate roof, tall chimney.
5 House_joiner    W 7,  D 9,  2 storeys + attic, eaves to the street, timber workshop ground floor with plank shutters hinged up and a workbench inside, whitewashed half-timber storey, dormer, worn tile roof with a few missing tiles.
6 House_bakery    W 6,  D 9,  2 storeys, gable to the street, rubble + lime plaster, round bread oven bulging out of the front (at most 1.8 m in front of the facade) with its own little tile roof, hatch counter, smoke-stained chimney.
Every house: front facade toward +Z; origin (0,0,0) on the ground at the CENTRE OF THE FRONT WALL LINE (the house
extends toward -Z; jetties, steps, oven, sign may stick out in front up to 1.8 m); ground floor level y = 0; a granite
plinth/foundation that continues DOWN to y = -1.5 under the whole footprint (hidden on flat ground, shows on slopes).
Side walls are party walls (houses stand wall to wall), plain stone or plaster but textured and aged, because they show
above lower neighbours. Back facade simpler but real (a door, windows). Real interiors are NOT needed: openings show a dark
room (a recessed dark plane 0.4 m behind, never see-through). Doors, steps, sills, corbels, beams, tiles and slates as
geometry where they catch light; bevelled edges; leaning timbers, a slightly sagging ridge, uneven eaves; nothing floating,
no z-fighting.

ONE shared material shelf for all six (this is a kit: the same granite / oak / plaster / tile / slate / rubble / iron /
glass materials, at most 10 materials in total): photographic CC0 Poly Haven textures (dl.polyhaven.org, 1k or 2k jpg;
list every id in NOTES.md) with node detail (moss on roofs, grime at the wall foot, rain streaks, edge wear), baked with
Cycles to TILEABLE image textures (base colour, normal, ORM), max 1024 px (ORM 512), world-scale UVs (about 1 texture repeat
per 2 m) so every house shares them. Per-house variety and ageing goes in vertex colours (COLOR_0, multiplied with base
colour: AO in corners and under eaves, moss and soot patches, plaster tint) so no house needs its own images. Each house
also gets a second plaster or tile tint via vertex colour so the six do not look like one paint pot.
Budget: 30k to 70k triangles per house, whole kit <= 350k, GLB <= 25 MB.

Export: medieval-hero-houses.glb (binary, Y up, metres, transforms applied, no cameras/lights): six root nodes named
exactly as above, laid out side by side 14 m apart along X in the file (their positions are ignored by code; each root's
children are in the house's own frame relative to the root). Under each root: the meshes, plus empties Entrance (on the
ground 0.8 m in front of the main door) and Door (centre of the main door bottom).
Work INCREMENTALLY: build_kit.py builds all houses done so far and exports; re-export after each finished house, so a
usable partial kit always exists. Deliver here: medieval-hero-houses.glb; build_kit.py (one clean run from an empty scene
makes the GLB); lineup.png (1920x1080 Cycles, the six in a row as a street, soft daylight); final_<n>.png (each house 3/4
front); clay_lineup.png; nodes.json (per root: bounding box in its own frame, triangle count); NOTES.md (6 lines).
Hard stop at 01:46 CET: by then the GLB holds every house you finished. Quality over count: 4 excellent houses beat 6
cheap ones. Order: 1, 2, 3, 5, 4, 6.

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 inspect the reference sheets and Breton house first, then build and export the kit incrementally in your requested order. I’ll check the remote Blender slot and coordination rules before writing shared resources.

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-hero-houses-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`.

**Advisor tool (2026-10-08):** `claude --advisor opus` (or setting `advisorModel`, or `/advisor opus|off`) lets a cheaper
main model consult a stronger one at decision points (plan, repeated failure, before "done"). Proven on this box: CLI
2.1.284, subscription, `-p --model sonnet --advisor opus` = Sonnet 5.5 + Opus 5.5. The advisor must rank at or above the
main model (an Opus root can only take Opus/Fable); Haiku 5.5 on either side needs CLI >= 2.1.293. The model picks when to
call it (ask in the prompt; no cap); every call re-reads the full transcript uncached, so cost grows with context. Anthropic
API only: not through the DeepSeek/Gemini gateway lanes; off when feature-flag fetching is off (`DISABLE_TELEMETRY`); kill
`CLAUDE_CODE_DISABLE_ADVISOR_TOOL=1`. Not wired into the Engine or forge-agent yet (bench awaits operator). There is no
`--subagents` flag. Memory `reference_claude_code_advisor_tool_2026_10_08.md`.

**Max plan API credits (2026-10-08):** each Max 20x plan gives $200/month (Max 5x $100) of Claude Platform credit, claimed on
claude.ai (Settings > Billing > API credits > Link organization) into ONE Console org, permanent choice. Covers the API,
Batches, Managed Agents, Agent SDK and `claude -p` run with that org's API key; NOT Claude Code signed in with the plan,
not extra usage. No rollover, spent before purchased credits, requests stop when out unless the org has bought credits.
Not claimed yet. Memory `reference_max_plan_monthly_api_credits_2026_10_08.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 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 "pwd && rg --files -g 'AGENTS.md' -g '*.py' -g '*.jpg' -g '*.png' -g 'NOTES.md' . ../breton-stone-house-v2 /home/claude-agent/.agents/skills/blender-game-assets /home/claude-agent/.codex/skills/construction-kit | head -80" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
/home/claude-agent/.codex/skills/construction-kit/scripts/support-check.py
/home/claude-agent/.codex/skills/construction-kit/scripts/parameter-check.py
/home/claude-agent/.codex/skills/construction-kit/scripts/support.py
/home/claude-agent/.codex/skills/construction-kit/scripts/construction.py
/home/claude-agent/.codex/skills/construction-kit/scripts/primitive-check.py
/home/claude-agent/.codex/skills/construction-kit/scripts/build_kit.py
/home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py
/home/claude-agent/.agents/skills/blender-game-assets/scripts/erosion/erode_terrain.py
/home/claude-agent/.agents/skills/blender-game-assets/scripts/erosion/erosion_np.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_tender.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/pack_leaf.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/gen_material.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/cabinlib.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/matlib.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_rocks.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/clay.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_hull.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/cinematic.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/43_dressing.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/50_assemble.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/40_kit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/70_clay.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/42_cockpit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/10_tile_geo.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/20_tile_bake.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/61_run_kit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/30_compose.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/00_lib.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/60_run_tiles.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/41_kit_props.py
../breton-stone-house-v2/NOTES.md
../breton-stone-house-v2/sheet.jpg
../breton-stone-house-v2/build_breton-stone-house.py
../breton-stone-house-v2/side.png
../breton-stone-house-v2/final.png
./sheet_a.jpg
./sheet_b.jpg
./breton_reference.png
./sheet_c.jpg

hook: PreToolUse
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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-hero-houses-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.

codex
I’m using the Blender game assets and construction kit skills for the shared materials, architectural joints, and export checks. The key differences will be built into the geometry: roof direction and pitch, jetties, opening shapes, and each house’s trade frontage. I’m treating the cutoff as 01:46 Paris time.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/skills_get started
hook: PreToolUse Completed
mcp: forge/skills_get (completed)
hook: PreToolUse Completed
mcp: forge/memory_search started
hook: PreToolUse
mcp: forge/memory_search (completed)
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse
exec
/bin/bash -lc 'cat ../breton-stone-house-v2/build_breton-stone-house.py' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
"""Breton fisherman's house. Blender 5.2, metres; deterministic seed 731.
Run: blender -b --python-exit-code 1 --python build_breton-stone-house.py
Downloads CC0 Poly Haven maps with curl, bakes authored material swatches in Cycles,
builds from an empty scene, exports GLB, reimports it, and renders delivery views.
Optional -- --preflight performs a tiny bake/export/import before the full run.
"""
import bpy, bmesh, math, random, json, os, sys, subprocess, time
from pathlib import Path
from mathutils import Vector, Matrix
from mathutils.noise import noise_vector
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; BAKES=ROOT/'baked'; TEX.mkdir(exist_ok=True); BAKES.mkdir(exist_ok=True)
random.seed(731)
bpy.ops.object.select_all(action='SELECT'); bpy.ops.object.delete(use_global=False)
for data in list(bpy.data.materials): bpy.data.materials.remove(data)
scene=bpy.context.scene; scene.render.engine='CYCLES'; scene.cycles.samples=24
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.unit_settings.scale_length=1
scene.render.image_settings.file_format='PNG'
scene.view_settings.view_transform='AgX'
IDS=['rock_wall_09','worn_rock_natural_01','wooden_planks','metal_plate_02','slate_floor_03']
for ident in IDS:
 for kind in (['diff','nor_gl','arm','disp'] if ident=='rock_wall_09' else ['diff','nor_gl','arm']):
  p=TEX/f'{ident}_{kind}_1k.jpg'
  if not p.exists(): subprocess.run(['curl','--retry','3','-fLsS','-A','Mozilla/5.0',f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{ident}/{p.name}','-o',str(p)],check=True)

def node(nt,typ): return nt.nodes.new(typ)
def mathnode(nt,op,a,b=None):
 n=node(nt,'ShaderNodeMath'); n.operation=op
 if hasattr(a,'node'): nt.links.new(a,n.inputs[0])
 else:n.inputs[0].default_value=a
 if b is not None:
  if hasattr(b,'node'):nt.links.new(b,n.inputs[1])
  else:n.inputs[1].default_value=b
 return n.outputs[0]
def mix(nt,fac,a,b,mode='MIX'):
 n=node(nt,'ShaderNodeMixRGB');n.blend_type=mode
 for val,inp in zip([fac,a,b],n.inputs):
  if hasattr(val,'node'):nt.links.new(val,inp)
  else:inp.default_value=val
 return n.outputs[0]
def image_node(nt,path,uv,noncolor=False):
 n=node(nt,'ShaderNodeTexImage');n.image=bpy.data.images.load(str(path),check_existing=True)
 if noncolor:n.image.colorspace_settings.name='Non-Color'
 nt.links.new(uv,n.inputs['Vector']);return n

def material(name,ident,tint,size=1024,metal=0,rough=.8,normal=.6,zone=False,wood=False):
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial'); bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 uv=node(nt,'ShaderNodeTexCoord').outputs['UV']; source_uv=uv
 if wood:
  mapping=node(nt,'ShaderNodeVectorMath');mapping.operation='MULTIPLY';nt.links.new(uv,mapping.inputs[0]);mapping.inputs[1].default_value=(.7,.034,1)
  source_uv=mapping.outputs[0]
 diff=image_node(nt,TEX/f'{ident}_diff_1k.jpg',source_uv)
 bw=node(nt,'ShaderNodeRGBToBW');nt.links.new(diff.outputs['Color'],bw.inputs[0])
 value=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',bw.outputs[0],1.65),.24)
 color=mix(nt,1,value,(*tint,1),'MULTIPLY')
 noise=node(nt,'ShaderNodeTexNoise');nt.links.new(uv,noise.inputs['Vector']);noise.inputs['Scale'].default_value=19;noise.inputs['Detail'].default_value=4
 large=node(nt,'ShaderNodeTexNoise');nt.links.new(uv,large.inputs['Vector']);large.inputs['Scale'].default_value=4.5;large.inputs['Detail'].default_value=3
 color=mix(nt,1,color,mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',large.outputs['Fac'],.8),.55),'MULTIPLY')
 patina=mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.10)
 color=mix(nt,patina,color,(.14,.12,.075,1))
 if zone and zone!='wall':
  sep=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,sep.inputs[0])
  falloff=mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',.47,sep.outputs['Y']),0)
  patch=mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',noise.outputs['Fac'],.40),0)
  moss=mathnode(nt,'MINIMUM',mathnode(nt,'MULTIPLY',mathnode(nt,'MULTIPLY',falloff,patch),10),.86)
  mosscolor=mix(nt,noise.outputs['Fac'],(.038,.053,.016,1),(.16,.18,.071,1))
  color=mix(nt,moss,color,mosscolor)
  mortar=mathnode(nt,'GREATER_THAN',sep.outputs['Y'],1.1 if zone=='wall' else .92)
  mortarcolor=mix(nt,noise.outputs['Fac'],(.23,.222,.195,1),(.39,.375,.32,1))
  color=mix(nt,mortar,color,mortarcolor)
 if zone=='wall':
  hue=node(nt,'ShaderNodeHueSaturation');nt.links.new(diff.outputs['Color'],hue.inputs['Color']);hue.inputs['Saturation'].default_value=.28
  contrast=node(nt,'ShaderNodeBrightContrast');nt.links.new(hue.outputs[0],contrast.inputs['Color']);contrast.inputs['Contrast'].default_value=.12
  color=mix(nt,1,contrast.outputs[0],(1.3,1.32,1.29,1),'MULTIPLY')
  color=mix(nt,1,color,(.105,.103,.094,1),'ADD')
  heighttex=image_node(nt,TEX/f'{ident}_disp_1k.jpg',source_uv,True)
  limemask=mathnode(nt,'MINIMUM',mathnode(nt,'MAXIMUM',mathnode(nt,'MULTIPLY',mathnode(nt,'SUBTRACT',.60,heighttex.outputs['Color']),8),0),.92)
  lime=mix(nt,noise.outputs['Fac'],(.20,.197,.176,1),(.31,.30,.27,1))
  color=mix(nt,limemask,color,lime)
 nt.links.new(color,bs.inputs['Base Color'])
 arm=image_node(nt,TEX/f'{ident}_arm_1k.jpg',source_uv,True); sep=node(nt,'ShaderNodeSeparateColor');nt.links.new(arm.outputs['Color'],sep.inputs[0])
 roughsock=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',sep.outputs['Green'],.22),rough-.15)
 nt.links.new(roughsock,bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
 nor=image_node(nt,TEX/f'{ident}_nor_gl_1k.jpg',source_uv,True);norm=node(nt,'ShaderNodeNormalMap');nt.links.new(nor.outputs['Color'],norm.inputs['Color']);norm.inputs['Strength'].default_value=normal;nt.links.new(norm.outputs[0],bs.inputs['Normal'])
 # Each material result is baked on a shared tile, preserving original map registration.
 bpy.ops.mesh.primitive_plane_add(size=2);plane=bpy.context.object;plane.name='BAKE_SWATCH';plane.data.materials.append(m)
 scene.cycles.samples=4;scene.render.bake.margin=4;scene.render.bake.use_clear=True
 bake_node=node(nt,'ShaderNodeTexImage')
 maps={}
 for kind in ['BaseColor','Normal','ORM']:
  img=bpy.data.images.new(name+'_'+kind,width=size,height=size,alpha=False)
  if kind!='BaseColor':img.colorspace_settings.name='Non-Color'
  bake_node.image=img;nt.nodes.active=bake_node;bake_node.select=True
  if kind=='Normal':
   nt.links.new(bs.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='NORMAL')
  else:
   emission=node(nt,'ShaderNodeEmission')
   if kind=='BaseColor':nt.links.new(color,emission.inputs[0])
   else:
    rgb=node(nt,'ShaderNodeCombineColor');nt.links.new(mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',sep.outputs['Red'],.3),.7),rgb.inputs['Red']);nt.links.new(roughsock,rgb.inputs['Green']);rgb.inputs['Blue'].default_value=metal;nt.links.new(rgb.outputs[0],emission.inputs[0])
   nt.links.new(emission.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT')
  img.filepath_raw=str(BAKES/f'{name}_{kind}.jpg');img.file_format='JPEG';scene.render.image_settings.quality=94;img.save();maps[kind]=img
 bpy.data.objects.remove(plane,do_unlink=True)
 nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial');bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 for kind,img in maps.items():
  n=node(nt,'ShaderNodeTexImage');n.image=img
  if kind=='BaseColor':nt.links.new(n.outputs['Color'],bs.inputs['Base Color'])
  elif kind=='Normal':
   nn=node(nt,'ShaderNodeNormalMap');nt.links.new(n.outputs['Color'],nn.inputs['Color']);nt.links.new(nn.outputs[0],bs.inputs['Normal'])
  else:
   sp=node(nt,'ShaderNodeSeparateColor');nt.links.new(n.outputs['Color'],sp.inputs[0]);nt.links.new(sp.outputs['Green'],bs.inputs['Roughness']);nt.links.new(sp.outputs['Blue'],bs.inputs['Metallic'])
   group=bpy.data.node_groups.get('glTF Material Output')
   if not group:
    group=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');group.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
   gn=node(nt,'ShaderNodeGroup');gn.node_tree=group;nt.links.new(sp.outputs['Red'],gn.inputs['Occlusion'])
 print('BAKED',name,size,flush=True)
 return m

preflight='--preflight' in sys.argv
mats=[]
configs=[
 ('Granite_lime_moss','rock_wall_09',(.43,.44,.395),2048,0,.87,1.0,'wall',False),
 ('Dressed_granite','worn_rock_natural_01',(.53,.52,.448),1024,0,.8,.5,True,False),
 ('Blue_grey_slate','slate_floor_03',(.115,.175,.235),1024,0,.73,.6,False,False),
 ('Breton_blue_timber','wooden_planks',(.070,.178,.285),1024,0,.68,.32,False,True),
 ('Aged_ivory_frames','wooden_planks',(.57,.595,.53),512,0,.67,.22,False,True),
 ('Weathered_zinc_iron','metal_plate_02',(.18,.215,.22),512,.78,.51,.17,False,False),
 ('Old_window_glass','metal_plate_02',(.065,.105,.135),256,.55,.12,.008,False,False),
 ('Terracotta','worn_rock_natural_01',(.34,.15,.072),512,0,.78,.3,False,False)]
for cfg in configs[:1] if preflight else configs:
 c=list(cfg)
 if preflight:c[3]=64
 mats.append(material(*c))
if preflight:
 bpy.ops.mesh.primitive_cube_add();bpy.context.object.data.materials.append(mats[0]);bpy.ops.export_scene.gltf(filepath=str(ROOT/'preflight.glb'),export_format='GLB');bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False);bpy.data.node_groups['glTF Material Output'].__setattr__('name','Baked AO Settings');bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'));print('PREFLIGHT_OK',flush=True);sys.exit(0)

# Aggregate directly into the required rigid mesh nodes; no thousands of objects.
class Mesh:
 def __init__(self,name):self.name=name;self.v=[];self.f=[];self.mi=[];self.uv=[];self.sm=[]
 def add(self,verts,faces,mat,uvfun=None,smooth=False):
  off=len(self.v);self.v.extend([tuple(v) for v in verts])
  for face in faces:
   self.f.append(tuple(i+off for i in face));self.mi.append(mat);self.sm.append(smooth)
   # Per-face metre projection, mapped to deliberate dry/moss/mortar zones.
   n=(Vector(verts[face[1]])-Vector(verts[face[0]])).cross(Vector(verts[face[2]])-Vector(verts[face[0]]))
   axis=max(range(3),key=lambda k:abs(n[k]));ij=[k for k in range(3) if k!=axis]
   self.uv.append([uvfun(Vector(verts[i]),axis) if uvfun else (verts[i][ij[0]],verts[i][ij[1]]) for i 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.sm):
   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.remove_doubles(bm,verts=list(bm.verts),dist=.00001);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(me);bm.free();me.update()
  return ob
G={n:Mesh(n) for n in ['Walls','Roof','Chimney_L','Chimney_R','Door','Shutters','Windows','Rainwater','Ironwork','Entry_fittings']}

def uvzone(mat,center,mode='dry',span=.15):
 a=random.uniform(.1,.90);b=random.uniform(.56,.76)
 if mode=='moss':b=random.uniform(.11,.29);span=min(span,.42)
 if mode=='mortar':b=.955;span=.012
 def uv(p,axis):
  ij=[k for k in range(3) if k!=axis]
  return (a+(p[ij[0]]-center[ij[0]])*span,b+(p[ij[1]]-center[ij[1]])*span)
 return uv

def box(group,center,size,mat,bevel=.015,rot=None,mode='dry'):
 bm=bmesh.new();bmesh.ops.create_cube(bm,size=1)
 for v in bm.verts:v.co=Vector((v.co.x*size[0],v.co.y*size[1],v.co.z*size[2]))
 if bevel:
  bmesh.ops.bevel(bm,geom=list(bm.edges),offset=min(bevel,min(size)*.25),segments=1,affect='EDGES')
 bm.verts.ensure_lookup_table();bm.verts.index_update()
 verts=[v.co.copy() for v in bm.verts];faces=[tuple(v.index for v in f.verts) for f in bm.faces];bm.free()
 if rot:verts=[rot@v for v in verts]
 verts=[v+Vector(center) for v in verts]
 G[group].add(verts,faces,mat,uvzone(mat,center,mode,1 if mat in [3,4] else .3))

def cyl(group,a,b,r,mat,n=10,r2=None):
 a=Vector(a);b=Vector(b);q=(b-a).to_track_quat('Z','Y');r2=r if r2 is None else r2
 verts=[a+q@Vector((r*math.cos(i*math.tau/n),r*math.sin(i*math.tau/n),0)) for i in range(n)]+[b+q@Vector((r2*math.cos(i*math.tau/n),r2*math.sin(i*math.tau/n),0)) for i in range(n)]
 faces=[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[group].add(verts,faces,mat,uvzone(mat,(a+b)*.5,span=.8),smooth=True)

def tube(group,points,r,mat,n=10):
 for a,b in zip(points,points[1:]):cyl(group,a,b,r,mat,n)

def profile(group,poly,depth,mapf,mat,mode='dry'):
 verts=[mapf(u,d,z) for d in depth for u,z in poly];n=len(poly);faces=[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)]
 cen=tuple(sum(v[k] for v in verts)/len(verts) for k in range(3));G[group].add(verts,faces,mat,uvzone(mat,cen,mode,.22))

front=lambda u,d,z:(u,-3.5-d,z)
back=lambda u,d,z:(-u,3.5+d,z)
right=lambda u,d,z:(4.5+d,u,z)
left=lambda u,d,z:(-4.5-d,-u,z)
# Actual wall openings, expressed in surface coordinates.
front_holes=[(-.7,.7,.12,3.12),(-3.05,-1.65,1.12,3.22),(1.65,3.05,1.12,3.22)]
side_holes=[(.9,1.72,1.35,2.54),(.9,1.72,5.03,6.13)]
back_holes=[(-2.7,-1.5,1.2,3.1),(1.5,2.7,1.2,3.1)]

def subtract_intervals(a,b,z0,z1,holes):
 parts=[(a,b)]
 for x0,x1,h0,h1 in holes:
  if z0<h1 and z1>h0:
   nextp=[]
   for s,e in parts:
    if e<=x0 or s>=x1:nextp.append((s,e))
    else:
     if s<x0:nextp.append((s,x0))
     if e>x1:nextp.append((x1,e))
   parts=nextp
 return parts

def wall(mapf,width,holes,gable=False):
 # Mortar and solid wall thickness, partition at every aperture height.
 levels=sorted(set([0,5.6]+[v for h in holes for v in h[2:] if v<5.6]))
 for z0,z1 in zip(levels,levels[1:]):
  for a,b in subtract_intervals(-width/2,width/2,z0+.0001,z1-.0001,holes):profile('Walls',[(a,z0),(b,z0),(b,z1),(a,z1)],(-.38,.002),mapf,0,'mortar')
 if gable:
  # Triangle above eaves; aperture excluded via a rectangular notch plus flanking trapezoids.
  zs=sorted(set([5.6,9.0]+[h[3] for h in holes if h[3]>5.6]))
  for z0,z1 in zip(zs,zs[1:]):
   w0=3.5*(9-z0)/3.4;w1=3.5*(9-z1)/3.4
   for a,b in subtract_intervals(-w0,w0,z0+.0001,z1-.0001,holes):
    at=max(a,-w1);bt=min(b,w1)
    if bt>at:poly=[(a,z0),(b,z0),(bt,z1),(at,z1)]
    elif w1<1e-5:poly=[(a,z0),(b,z0),(0,9)]
    else:continue
    profile('Walls',poly,(-.38,.002),mapf,0,'mortar')
 # The registered CC0 wall scan supplies actual rubble bedding; relief is carried
 # by a dense, welded surface, with the same image coordinates as the normal map.
 # This avoids inventing uniformly bevelled blocks or arbitrary Voronoi paving.
 import numpy as np
 dispimage=bpy.data.images.load(str(TEX/'rock_wall_09_disp_1k.jpg'),check_existing=True)
 dispimage.colorspace_settings.name='Non-Color'
 W,H=dispimage.size
 pixels=np.asarray(dispimage.pixels[:],dtype=np.float32).reshape(H,W,4)[:,:,0]
 repeat=2.25
 def relief(u,z):
  x=(u/repeat%1)*(W-1);y=(z/repeat%1)*(H-1);ix=int(x);iy=int(y);fx=x-ix;fy=y-iy
  val=(pixels[iy,ix]*(1-fx)+pixels[iy,min(ix+1,W-1)]*fx)*(1-fy)+(pixels[min(iy+1,H-1),ix]*(1-fx)+pixels[min(iy+1,H-1),min(ix+1,W-1)]*fx)*fy
  return .006+float(val)*.105
 ex=Vector(mapf(1,0,0))-Vector(mapf(0,0,0));base=Vector(mapf(0,0,0))
 def surfaceuv(p,axis):return ((p-base).dot(ex)/repeat,p.z/repeat)
 height=9 if gable else 5.6
 levels=sorted(set([0,height,5.6]+[v for hole in holes for v in hole[2:] if 0<v<height]))
 for lo,hi in zip(levels,levels[1:]):
  steps=max(1,math.ceil((hi-lo)/.118))
  for j in range(steps):
   z0=lo+(hi-lo)*j/steps;z1=lo+(hi-lo)*(j+1)/steps
   w0=width/2 if z0<=5.6 else max(0,3.5*(9-z0)/3.4)
   w1=width/2 if z1<=5.6 else max(0,3.5*(9-z1)/3.4)
   for a,b in subtract_intervals(-w0,w0,z0+.00001,z1-.00001,holes):
    at=max(a,-w1);bt=min(b,w1)
    if bt<at:continue
    # Fixed columns keep adjacent relief rows welded, including sloping gables.
    grid=[-width/2+k*.118 for k in range(math.ceil(width/.118)+1)]+[v for hole in holes for v in hole[:2]]
    cuts=sorted(set([a,b]+[u for u in grid if a<u<b]))
    for u0,u1 in zip(cuts,cuts[1:]):
     t0=max(at,min(bt,u0));t1=max(at,min(bt,u1))
     coords=[(u0,z0),(u1,z0),(t1,z1),(t0,z1)]
     if abs(t1-t0)<1e-6:coords=coords[:3]
     verts=[mapf(u,relief(u,z),z) for u,z in coords]
     G['Walls'].add(verts,[tuple(range(len(verts)))],0,surfaceuv,smooth=True)

wall(front,9,front_holes);wall(back,9,back_holes);wall(right,7,side_holes,True);wall(left,7,side_holes,True)
# Alternating dressed granite quoins, toothed into rubble.
for x in [-1,1]:
 for y in [-1,1]:
  for i in range(14):
   h=.398;z=(i+.5)*.4
   a,b=(.60,.35) if i%2 else (.35,.65)
   box('Walls',(x*(4.5-a/2+.11),y*(3.5-b/2+.11),z),(a,b,h-.012),1,.026,mode='moss' if i<2 else 'dry')

# Window construction in a local facade basis (u along facade, d outward).
def localbox(group,mapf,u,d,z,w,t,h,mat,bev=.015):
 c=Vector(mapf(u,d,z));ex=Vector(mapf(u+1,d,z))-c;ey=Vector(mapf(u,d+1,z))-c;ez=Vector((0,0,1));rot=Matrix((ex,ey,ez)).transposed()
 box(group,c,(w,t,h),mat,bev,rot)
def window(mapf,u,z,w,h,shutters=False):
 # Recess is behind stone face, stone jambs and drip sill are proud.
 for s in [-1,1]:
  for k in range(3):localbox('Walls',mapf,u+s*(w/2+.13),.01,z+(k+.5)*h/3,.25,.30,h/3-.014,1,.020)
 localbox('Walls',mapf,u,.035,z+h+.13,w+.55,.34,.25,1,.025)
 localbox('Walls',mapf,u,.09,z-.105,w+.62,.47,.21,1,.022)
 localbox('Windows',mapf,u,-.16,z+h/2,w,.045,h,6,.005)
 for s in [-1,1]:localbox('Windows',mapf,u+s*(w/2-.055),-.105,z+h/2,.09,.13,h,4,.008)
 for zz in [z+.045,z+h-.045]:localbox('Windows',mapf,u,-.105,zz,w,.13,.09,4,.008)
 localbox('Windows',mapf,u,-.08,z+h/2,.065,.15,h-.14,4,.007)
 for zz in [z+h/3,z+2*h/3]:localbox('Windows',mapf,u,-.075,zz,w-.16,.08,.04,4,.006)
 # Interior depth cue behind glazing: slender curtain edges, no fake painted mullions.
 if shutters:
  for s in [-1,1]:
   sw=.49;su=u+s*(w/2+.40)
   for k in range(3):localbox('Shutters',mapf,su+(k-1)*sw/3,.13,z+h/2,sw/3-.007,.085,h+.08,3,.009)
   for zz in [z+.25,z+h-.25]:
    localbox('Shutters',mapf,su,.19,zz,sw+.025,.047,.095,3,.007)
    localbox('Ironwork',mapf,su,.225,zz,sw*.65,.022,.035,5,.004)
    for off in [-.14,.14]:
     a=mapf(su+off,.243,zz);b=mapf(su+off,.25,zz);cyl('Ironwork',a,b,.018,5,8)
   localbox('Ironwork',mapf,su-s*.2,.22,z+.13,.035,.04,.16,5,.006)
for u in [-2.35,2.35]:window(front,u,1.12,1.4,2.1,True)
for mp in [right,left]:
 for z,h in [(1.35,1.19),(5.03,1.1)]:window(mp,1.31,z,.82,h)
for u in [-2.1,2.1]:window(back,u,1.2,1.2,1.9,True)
# Entrance portal, coursed jambs and a stepped cornice.
for s in [-1,1]:
 for i in range(6):localbox('Walls',front,s*.86,.09,.26+i*.49,.32 if i%2 else .42,.40,.476,1,.026)
localbox('Walls',front,0,.1,3.20,2.10,.44,.29,1,.028)
localbox('Walls',front,0,.16,3.40,2.27,.53,.13,1,.02)
localbox('Walls',front,0,.18,3.51,2.35,.59,.10,1,.016)
localbox('Walls',front,0,.36,.105,1.8,.90,.21,1,.035)
for s in [-1,1]:localbox('Walls',front,s*.68,-.07,1.62,.10,.16,2.91,4,.012)
localbox('Walls',front,0,-.07,3.035,1.4,.16,.13,4,.012)
for i in range(8):localbox('Door',front,-.595+i*.17,-.12,1.59,.165,.115,2.83,3,.008)
for zz in [.27,2.88]:localbox('Door',front,0,-.035,zz,1.36,.045,.12,3,.009)
# Small upper door light, framed at four sides.
localbox('Door',front,0,-.02,2.24,.28,.025,.48,6,.005)
for s in [-1,1]:localbox('Door',front,s*.18,.015,2.24,.06,.08,.60,5,.009)
for zz in [1.97,2.51]:localbox('Door',front,0,.015,zz,.40,.08,.06,5,.008)
localbox('Door',front,.47,.035,1.44,.07,.055,.24,5,.012)
cyl('Door',front(.47,.08,1.45),front(.47,.16,1.45),.026,5,12)
cyl('Door',front(.47,.16,1.45),front(.34,.16,1.45),.028,5,12)
for zz in [.53,2.61]:
 cyl('Door',front(-.68,-.01,zz-.10),front(-.68,-.01,zz+.10),.033,5,12)
 localbox('Door',front,-.48,-.005,zz,.4,.035,.048,5,.006)

# Main roof: 3.4 m rise, slate plates in staggered overlapping courses.
slope=3.4/3.65
# Underlay planes have thickness, dark visible fascia, no floating roof.
for sign in [-1,1]:
 for j in range(19):
  ya=3.77-j*.2;yb=max(0,ya-.2);y=sign*(ya+yb)/2;z=9-abs(y)*slope-.072
  half=min(.81,max(0,(abs(y)-1.005)/1.106));holes=[(x-half,x+half,0,1) for x in ([-2.35,2.35] if sign==-1 else [1.85])] if half>.005 else []
  for a,b in subtract_intervals(-4.65,4.65,.1,.9,holes):
   box('Roof',((a+b)/2,y,z),(b-a,(ya-yb)*math.sqrt(1+slope*slope)+.005,.085),2,.008,Matrix.Rotation(-sign*math.atan(slope),3,'X'))

def slate_plane(group,origin,U,V,N,width,length,mat=2,tw=.345,step=.21,skip=None):
 U=Vector(U);V=Vector(V);N=Vector(N);origin=Vector(origin)
 rows=math.ceil(length/step)
 for j in range(rows):
  v=j*step;lo=-width/2;offset=(j%2)*tw*.5
  cuts=[lo]+[lo+offset+i*tw for i in range(1,math.ceil(width/tw)+1) if lo+offset+i*tw<width/2]+[width/2]
  for a,b in zip(cuts,cuts[1:]):
   if b-a<.04:continue
   center=origin+U*((a+b)*.5)+V*(v+.12)
   if skip and skip(center):continue
   w=b-a-.008;l=min(step+.085,length-v+.025);zoff=.040+random.uniform(-.002,.002)
   # clipped front corners and subtle irregular thickness, 20 triangles per tile
   c=.014
   poly=[(a+.004+c,v),(b-.004-c,v),(b-.004,v+c),(b-.004,v+l),(a+.004,v+l),(a+.004,v+c)]
   verts=[origin+U*x+V*y+N*(zoff+d-.12*(y-v)) for d in [-.008,.008] for x,y in poly]
   n=6;faces=[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[group].add(verts,faces,mat,uvzone(mat,center,'dry',.28))
# Dormer roof/wall region is excluded, not layered over uncut slates.
for sign in [-1,1]:
 V=Vector((0,-sign, slope)).normalized();N=Vector((0,sign*slope,1)).normalized()
 def skip(p,sign=sign):
  xs=[-2.35,2.35] if sign==-1 else [1.85]
  return any(abs(p.x-x)<.80 and abs(p.y)>1.005+1.106*abs(p.x-x) for x in xs)
 slate_plane('Roof',(0,sign*3.77,5.49),(1,0,0),V,N,9.3,3.77*math.sqrt(1+slope*slope),skip=skip)
# Ridge semicircular terracotta units, hollow cross-section.
def ridgecap(x0,x1,y,z,group='Roof',r=.12):
 n=8;verts=[]
 for x in [x0,x1]:
  for rad in [r,r-.027]:
   verts.extend([(x,y+math.cos(i*math.pi/n)*rad,z+math.sin(i*math.pi/n)*rad) for i in range(n+1)])
 q=n+1;faces=[]
 for i in range(n):
  faces.extend([(i,i+1,2*q+i+1,2*q+i),(q+i,3*q+i,3*q+i+1,q+i+1),(i,q+i,q+i+1,i+1),(2*q+i,2*q+i+1,3*q+i+1,3*q+i)])
 faces.extend([(0,2*q,3*q,q),(n,q+n,3*q+n,2*q+n)])
 G[group].add(verts,faces,7,uvzone(7,(x0,y,z),span=.8))
for i in range(31):ridgecap(-4.63+i*.298,-4.63+i*.298+.290,0,9.045)
# Verge flashings on both gables.
for x in [-4.63,4.63]:
 for sign in [-1,1]:
  tube('Roof',[(x,sign*3.81,5.47),(x,0,9.085)],.047,5,8)

# Lucarnes. Their windows extend below the roof eave, as in the reference.
def dormer(x,sign):
 # Local coordinate d outward from facade plane; front dormers project a little beyond eave.
 mp=lambda u,d,z:(x+u,sign*(3.52+d),z)
 # Side cheek prisms meet the main roof at the back; solid, slate-clad.
 for sx in [-1,1]:
  xx=x+sx*.73
  verts=[(xx-.06,sign*3.49,5.35),(xx+.06,sign*3.49,5.35),(xx-.06,sign*3.49,7.315),(xx+.06,sign*3.49,7.315),(xx-.06,sign*1.81,7.315),(xx+.06,sign*1.81,7.315)]
  G['Roof'].add(verts,[(0,1,3,2),(2,3,5,4),(0,4,5,1),(0,2,4),(1,5,3)],2,uvzone(2,(xx,sign*3,6),span=.6))
 # stone face around recessed opening, and pediment
 for s in [-1,1]:localbox('Walls',mp,s*.68,0,6.23,.25,.35,1.95,1,.021)
 localbox('Walls',mp,0,.06,5.24,1.65,.48,.2,1,.02)
 localbox('Walls',mp,0,.025,7.12,1.58,.37,.24,1,.022)
 profile('Walls',[(-.8,7.15),(.8,7.15),(0,8.04)],(-.18,.08),mp,0)
 # gable infill stones, coursed without detached rubble
 for zz,ww in [(7.31,1.17),(7.57,.72),(7.8,.30)]:
  for i in range(max(1,round(ww/.27))):
   count=max(1,round(ww/.27));localbox('Walls',mp,-ww/2+(i+.5)*ww/count,.10,zz,ww/count-.018,.06,.20,0,.019)
 window(mp,0,5.35,1.08,1.62,False)
 # Roof runs back into main slope; transverse gable pitch.
 for s in [-1,1]:
  U=Vector((0,-sign,0));V=Vector((-s,0,1.03)).normalized();N=Vector((s*1.03,0,1)).normalized()
  origin=Vector((x+s*.90,sign*2.30,7.14))
  slate_plane('Roof',origin,U,V,N,3.05,1.27,tw=.27,step=.20,skip=lambda p: p.z < 9-abs(p.y)*slope-.055)
 # Lead-lined valleys are continuous closed strips tucked under both slate fields.
 for ss in [-1,1]:
  A=Vector((x,sign*1.005,8.08));B=Vector((x+ss*.94,sign*2.045,7.11))
  tangent=(B-A).normalized();normal=Vector((0,sign*slope,1)).normalized();cross=tangent.cross(normal).normalized()
  verts=[q+cross*w+normal*d for d in [-.025,0] for q in [A,B] for w in [-.13,.13]]
  G['Roof'].add(verts,[(0,1,3,2),(4,6,7,5),(0,4,5,1),(2,3,7,6),(0,2,6,4),(1,5,7,3)],5,uvzone(5,A,span=.5))
 # Dormer roof decking beneath slates, clipped exactly against main roof plane.
 for ss in [-1,1]:
  A=(x,sign*3.82,8.035);B=(x+ss*.91,sign*3.82,7.10);C=(x+ss*.91,sign*2.04,7.10);D=(x,sign*1.01,8.035)
  verts=[(xx,yy,zz+dz) for dz in [-.06,0] for xx,yy,zz in [A,B,C,D]]
  G['Roof'].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,uvzone(2,A,span=.5))
 # Ridge of dormer, laid along depth.
 for j in range(10):
  cyl('Roof',(x,sign*(3.79-j*.29),8.08),(x,sign*(3.79-j*.29-.28),8.08),.075,7,10)
 for s in [-1,1]:tube('Roof',[(x+s*.91,sign*3.82,7.13),(x,sign*3.82,8.11)],.040,5,8)
 # Iron Juliet rail attached to stone, with sockets and lower curled feet.
 for z in [5.47,6.03]:
  a=mp(-.62,.31,z);b=mp(.62,.31,z);cyl('Ironwork',a,b,.024,5,10)
 for i in range(9):
  u=-.59+i*.1475;cyl('Ironwork',mp(u,.31,5.46),mp(u,.31,6.04),.014,5,8)
  if i%2==0:
   points=[mp(u+.043*math.sin(t*math.tau/12),.31,5.75+.08*math.cos(t*math.tau/12)) for t in range(13)];tube('Ironwork',points,.008,5,6)
 for u in [-.63,.63]:
  for z in [5.46,6.03]:cyl('Ironwork',mp(u,.04,z),mp(u,.34,z),.024,5,10)
for x in [-2.35,2.35]:dormer(x,-1)
dormer(1.85,1)

# Chimneys sit on gables and bridge the ridge, with lead aprons, dressed courses, double hollow pots.
for x,name in [(-4.12,'Chimney_L'),(4.12,'Chimney_R')]:
 box(name,(x,0,9.23),(.78,.98,1.62),1,.008,mode='mortar')
 box(name,(x,0,9.08),(.87,1.17,.15),5,.028)
 for row in range(5):
  z=8.48+row*.31
  for j in range(2):
   box(name,(x+(j-.5)*.4,0,z),(.394,1.02,.297),1,.024,mode='moss' if row==4 else 'dry')
 # caps step out and shed water
 box(name,(x,0,10.00),(.91,1.16,.14),1,.025,mode='moss')
 box(name,(x,0,10.10),(1.02,1.26,.10),1,.018,mode='moss')
 for y in [-.32,.32]:
  n=16;verts=[]
  for z,r in [(10.15,.16),(10.47,.133),(10.50,.14),(10.50,.102),(10.19,.105)]:
   verts.extend([(x+r*math.cos(i*math.tau/n),y+r*math.sin(i*math.tau/n),z) for i in range(n)])
  faces=[]
  for ring in range(4):faces.extend([(ring*n+i,ring*n+(i+1)%n,(ring+1)*n+(i+1)%n,(ring+1)*n+i) for i in range(n)])
  faces.append(tuple(range(4*n,5*n)))
  G[name].add(verts,faces,7,uvzone(7,(x,y,10.2),span=.8))
# Semicircular zinc gutters, rolled front lip; downpipes and fastening collars.
for sign in [-1,1]:
 y=sign*3.84;z=5.47;n=12
 centers=[-2.35,2.35] if sign==-1 else [1.85]
 intervals=subtract_intervals(-4.77,4.77,0,1,[(c-.85,c+.85,-1,2) for c in centers])
 for start,endx in intervals:
  verts=[]
  for x in [start,endx]:
   for r in [.105,.089]:
    for i in range(n+1):
     a=math.pi+i*math.pi/n;verts.append((x,y+math.cos(a)*r,z+math.sin(a)*r))
  q=n+1;faces=[]
  for i in range(n):faces.extend([(i,i+1,2*q+i+1,2*q+i),(q+i,3*q+i,3*q+i+1,q+i+1)])
  faces.extend([(0,q,3*q,2*q),(n,2*q+n,3*q+n,q+n)])
  for end in [0,2*q]:
   for i in range(n):faces.append((end+i,end+q+i,end+q+i+1,end+i+1))
  G['Rainwater'].add(verts,faces,5,uvzone(5,(0,y,z),span=.2))
  for yy in [y-.102,y+.102]:cyl('Rainwater',(start,yy,z),(endx,yy,z),.018,5,8)
 for x in [-4.25,4.25]:
  pts=[(x,y,5.4),(x,y,5.15),(x,sign*3.64,4.98),(x,sign*3.64,.25),(x,sign*3.80,.10)]
  tube('Rainwater',pts,.054,5,12)
  for zz in [.65,2.45,4.60]:
   cyl('Rainwater',(x,sign*3.64,zz-.035),(x,sign*3.64,zz+.035),.069,5,12)
   box('Rainwater',(x,sign*3.54,zz),(.12,.14,.045),5,.007)
 for x in [-4,-3,-2,-1,0,1,2,3,4]:
  if any(abs(x-c)<.91 for c in centers):continue
  tube('Rainwater',[(x,sign*3.54,5.44),(x,sign*3.82,5.32),(x,sign*3.92,5.43)],.017,5,8)
# Small porch lantern, wall bracket and mounting screws.
localbox('Entry_fittings',front,1.16,.11,2.75,.15,.08,.34,5,.02)
tube('Entry_fittings',[front(1.16,.15,2.87),front(1.16,.49,2.87),front(1.16,.49,2.76)],.025,5,10)
localbox('Entry_fittings',front,1.16,.49,2.51,.23,.22,.35,6,.016)
for u in [1.035,1.285]:
 for d in [.37,.61]:cyl('Entry_fittings',front(u,d,2.31),front(u,d,2.72),.016,5,8)
localbox('Entry_fittings',front,1.16,.49,2.30,.30,.29,.06,5,.012)
localbox('Entry_fittings',front,1.16,.49,2.73,.34,.33,.065,5,.014)
for zz in [2.62,2.86]:cyl('Entry_fittings',front(1.16,.155,zz),front(1.16,.17,zz),.024,5,8)

objects=[g.finish() for g in G.values() if g.f]

wallob=bpy.data.objects['Walls']
bpy.ops.object.select_all(action='DESELECT');wallob.select_set(True);bpy.context.view_layer.objects.active=wallob
wallob.data.uv_layers.new(name='UVAtlas');wallob.data.uv_layers.active_index=1
bpy.ops.object.mode_set(mode='EDIT');bpy.ops.mesh.select_all(action='SELECT');bpy.ops.uv.smart_project(angle_limit=1.45,island_margin=.006);bpy.ops.object.mode_set(mode='OBJECT')
# Make all existing material maps explicitly use UV0 before selecting UV1 for baking.
for m in mats:
 nt=m.node_tree;uv0=node(nt,'ShaderNodeUVMap');uv0.uv_map='UVMap'
 for n in list(nt.nodes):
  if n.type=='TEX_IMAGE':nt.links.new(uv0.outputs['UV'],n.inputs['Vector'])
  if n.type=='NORMAL_MAP':n.uv_map='UVMap'
m=mats[0];nt=m.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');out=next(n for n in nt.nodes if n.type=='OUTPUT_MATERIAL');source=bs.inputs['Base Color'].links[0].from_socket
geom=node(nt,'ShaderNodeNewGeometry');sep=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(geom.outputs['Position'],sep.inputs[0])
noise=node(nt,'ShaderNodeTexNoise');nt.links.new(geom.outputs['Position'],noise.inputs['Vector']);noise.inputs['Scale'].default_value=2.8;noise.inputs['Detail'].default_value=4
height=mathnode(nt,'ADD',1.0,mathnode(nt,'MULTIPLY',noise.outputs['Fac'],1.15))
fall=mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',height,sep.outputs['Z']),0)
patch=mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',noise.outputs['Fac'],.33),0)
mask=mathnode(nt,'MINIMUM',mathnode(nt,'MULTIPLY',mathnode(nt,'MULTIPLY',fall,patch),2.9),.83)
mossc=mix(nt,noise.outputs['Fac'],(.026,.037,.009,1),(.135,.159,.045,1))
color=mix(nt,mask,source,mossc)
emit=node(nt,'ShaderNodeEmission');nt.links.new(color,emit.inputs[0]);nt.links.new(emit.outputs[0],out.inputs[0])
atlas=bpy.data.images.new('Granite_weathered_BaseColor',width=2048,height=2048,alpha=False)
# Every used material gets an active target; only granite uses the resulting atlas.
for mat in mats:
 n=node(mat.node_tree,'ShaderNodeTexImage');n.image=atlas;mat.node_tree.nodes.active=n
scene.cycles.samples=4;scene.render.bake.margin=8;bpy.ops.object.bake(type='EMIT')
atlas.filepath_raw=str(BAKES/'Granite_weathered_BaseColor.jpg');atlas.file_format='JPEG';atlas.save()
nt.links.new(bs.outputs[0],out.inputs[0]);tex=node(nt,'ShaderNodeTexImage');tex.image=atlas;uv1=node(nt,'ShaderNodeUVMap');uv1.uv_map='UVAtlas';nt.links.new(uv1.outputs[0],tex.inputs['Vector']);nt.links.new(tex.outputs['Color'],bs.inputs['Base Color'])
wallob.data.uv_layers.active_index=0;wallob.data.uv_layers['UVMap'].active_render=True
wallob.select_set(False)
print('BAKED_UNIQUE_WALL_WEATHERING',flush=True)
# Hinge origin on the door's left edge; other meshes have identity transforms.
door=bpy.data.objects['Door'];pivot=Vector((-.68,-3.49,.175));door.data.transform(Matrix.Translation(-pivot));door.location=pivot
for name,pos in [('Entrance',(0,-4.45,0)),('Lantern',(1.16,-3.99,2.51))]:
 ob=bpy.data.objects.new(name,None);bpy.context.collection.objects.link(ob);ob.location=pos;ob.empty_display_type='PLAIN_AXES';objects.append(ob)
# Apply normals and final triangulation to exactly the geometry delivered.
for ob in objects:
 if ob.type!='MESH':continue
 bpy.context.view_layer.objects.active=ob;ob.select_set(True)
 mod=ob.modifiers.new('Final triangulation','TRIANGULATE');bpy.ops.object.modifier_apply(modifier=mod.name);ob.select_set(False)
triangles=sum(len(o.data.polygons) for o in objects if o.type=='MESH')
print('GEOMETRY_TRIANGLES',triangles,flush=True)
assert 50000<=triangles<=120000,triangles
bpy.context.view_layer.update()
points=[o.matrix_world@Vector(c) for o in objects if o.type=='MESH' for c in o.bound_box]
def yup(v):return [round(v.x,6),round(v.z,6),round(-v.y,6)]
ypts=[yup(p) for p in points]
meta={'units':'metres','up':'+Y','front':'+Z','footprint':[9,7],'triangles':triangles,'materials':len(mats),'nodes':[{'name':o.name,'type':o.type,'world_position':yup(o.matrix_world.translation)} for o in objects], 'bounding_box':{'min':[min(p[i] for p in ypts) for i in range(3)],'max':[max(p[i] for p in ypts) for i in range(3)]}}
(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))
# Export only contract objects; export JPEG images to keep the transfer budget bounded.
bpy.ops.object.select_all(action='DESELECT')
for o in objects:o.select_set(True)
bpy.ops.export_scene.gltf(filepath=str(ROOT/'breton-stone-house.glb'),export_format='GLB',use_selection=True,export_apply=True,export_yup=True,export_image_format='JPEG',export_jpeg_quality=90,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_cameras=False,export_lights=False)
size=(ROOT/'breton-stone-house.glb').stat().st_size
print('EXPORT_BYTES',size,flush=True)
assert size<=12000000,size
notes=["Breton granite fisherman's house, 9 × 7 m; eaves 5.6 m, ridge 9 m, pots 10.5 m; no quay/platform.",f'{triangles:,} triangles; 10 mesh nodes and Entrance/Lantern anchors; left-hinged Door.', '8 materials; scan-registered geometric wall relief; Cycles-baked base colour, tangent normal and packed occlusion/roughness/metallic; no procedural export dependencies.', 'Baked JPEG textures: granite 2048²; dressed stone, slate and blue timber 1024²; frames, zinc/iron and terracotta 512²; glass 256².', 'Poly Haven CC0 (https://polyhaven.com/license): rock_wall_09, worn_rock_natural_01, wooden_planks, metal_plate_02, slate_floor_03; https://polyhaven.com/a/<id>.', 'Reference differences: rear facade inferred (sheet labels a gable as rear); glazing opaque for a closed exterior asset; no quay, mooring props or barrel.']
(ROOT/'NOTES.md').write_text('\n'.join(notes)+'\n')
# Render the actual GLB after a round trip, so all views show the delivered materials.
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
bpy.data.node_groups['glTF Material Output'].name='Baked AO Settings'
bpy.ops.import_scene.gltf(filepath=str(ROOT/'breton-stone-house.glb'))
scene.world.use_nodes=True;scene.world.node_tree.nodes.get('Background').inputs[0].default_value=(.69,.76,.84,1);scene.world.node_tree.nodes.get('Background').inputs[1].default_value=.45
bpy.ops.object.light_add(type='AREA',location=(-7,-10,16));key=bpy.context.object;key.name='STUDIO_key';key.data.energy=2200;key.data.shape='DISK';key.data.size=8;key.rotation_euler=(Vector((0,0,4))-key.location).to_track_quat('-Z','Y').to_euler()
bpy.ops.object.light_add(type='SUN',location=(0,0,15));sun=bpy.context.object;sun.rotation_euler=(math.radians(25),math.radians(-30),math.radians(-25));sun.data.energy=1.6;sun.data.angle=math.radians(18)
# Neutral receiving floor is render-only; never part of the asset.
bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.028));floor=bpy.context.object;floor.name='STUDIO_floor';fm=bpy.data.materials.new('STUDIO_ground');fm.diffuse_color=(.29,.315,.32,1);floor.data.materials.append(fm)
bpy.ops.object.camera_add();cam=bpy.context.object;scene.camera=cam
scene.render.resolution_x=1920;scene.render.resolution_y=1080;scene.render.resolution_percentage=100;scene.cycles.samples=48
scene.render.film_transparent=False

def camera(pos,target,ortho):
 cam.location=pos;cam.rotation_euler=(Vector(target)-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.type='ORTHO';cam.data.ortho_scale=ortho;cam.data.lens=48

def render(name):
 scene.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True)
camera((15,-22,13.5),(0,0,4.9),24.5);render('final.png')
camera((22,0,5.25),(0,0,5.25),21.6);render('side.png')
camera((-14,21,12),(0,0,4.9),24.0);render('rear-check.png')
camera((8,-14,7),(1,-2,3.5),9);render('close-check.png')
clay=bpy.data.materials.new('STUDIO_clay');clay.diffuse_color=(.45,.45,.45,1);clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.82
scene.view_layers[0].material_override=clay
camera((15,-22,13.5),(0,0,4.9),24.5);render('clay.png')
scene.view_layers[0].material_override=None
print('BUILD_COMPLETE',triangles,size,flush=True)

hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse 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 'for p in /home/claude-agent/forge-build /home/claude-agent/forge-build/forge-assets /home/claude-agent/forge-build/forge-assets/jobs; do if [ -f "$p/AGENTS.md" ]; then cat "$p/AGENTS.md"; fi; done
sed -n '"'90,260p' ../breton-stone-house-v2/build_breton-stone-house.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
 nt.links.new(roughsock,bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
 nor=image_node(nt,TEX/f'{ident}_nor_gl_1k.jpg',source_uv,True);norm=node(nt,'ShaderNodeNormalMap');nt.links.new(nor.outputs['Color'],norm.inputs['Color']);norm.inputs['Strength'].default_value=normal;nt.links.new(norm.outputs[0],bs.inputs['Normal'])
 # Each material result is baked on a shared tile, preserving original map registration.
 bpy.ops.mesh.primitive_plane_add(size=2);plane=bpy.context.object;plane.name='BAKE_SWATCH';plane.data.materials.append(m)
 scene.cycles.samples=4;scene.render.bake.margin=4;scene.render.bake.use_clear=True
 bake_node=node(nt,'ShaderNodeTexImage')
 maps={}
 for kind in ['BaseColor','Normal','ORM']:
  img=bpy.data.images.new(name+'_'+kind,width=size,height=size,alpha=False)
  if kind!='BaseColor':img.colorspace_settings.name='Non-Color'
  bake_node.image=img;nt.nodes.active=bake_node;bake_node.select=True
  if kind=='Normal':
   nt.links.new(bs.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='NORMAL')
  else:
   emission=node(nt,'ShaderNodeEmission')
   if kind=='BaseColor':nt.links.new(color,emission.inputs[0])
   else:
    rgb=node(nt,'ShaderNodeCombineColor');nt.links.new(mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',sep.outputs['Red'],.3),.7),rgb.inputs['Red']);nt.links.new(roughsock,rgb.inputs['Green']);rgb.inputs['Blue'].default_value=metal;nt.links.new(rgb.outputs[0],emission.inputs[0])
   nt.links.new(emission.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT')
  img.filepath_raw=str(BAKES/f'{name}_{kind}.jpg');img.file_format='JPEG';scene.render.image_settings.quality=94;img.save();maps[kind]=img
 bpy.data.objects.remove(plane,do_unlink=True)
 nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial');bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 for kind,img in maps.items():
  n=node(nt,'ShaderNodeTexImage');n.image=img
  if kind=='BaseColor':nt.links.new(n.outputs['Color'],bs.inputs['Base Color'])
  elif kind=='Normal':
   nn=node(nt,'ShaderNodeNormalMap');nt.links.new(n.outputs['Color'],nn.inputs['Color']);nt.links.new(nn.outputs[0],bs.inputs['Normal'])
  else:
   sp=node(nt,'ShaderNodeSeparateColor');nt.links.new(n.outputs['Color'],sp.inputs[0]);nt.links.new(sp.outputs['Green'],bs.inputs['Roughness']);nt.links.new(sp.outputs['Blue'],bs.inputs['Metallic'])
   group=bpy.data.node_groups.get('glTF Material Output')
   if not group:
    group=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');group.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
   gn=node(nt,'ShaderNodeGroup');gn.node_tree=group;nt.links.new(sp.outputs['Red'],gn.inputs['Occlusion'])
 print('BAKED',name,size,flush=True)
 return m

preflight='--preflight' in sys.argv
mats=[]
configs=[
 ('Granite_lime_moss','rock_wall_09',(.43,.44,.395),2048,0,.87,1.0,'wall',False),
 ('Dressed_granite','worn_rock_natural_01',(.53,.52,.448),1024,0,.8,.5,True,False),
 ('Blue_grey_slate','slate_floor_03',(.115,.175,.235),1024,0,.73,.6,False,False),
 ('Breton_blue_timber','wooden_planks',(.070,.178,.285),1024,0,.68,.32,False,True),
 ('Aged_ivory_frames','wooden_planks',(.57,.595,.53),512,0,.67,.22,False,True),
 ('Weathered_zinc_iron','metal_plate_02',(.18,.215,.22),512,.78,.51,.17,False,False),
 ('Old_window_glass','metal_plate_02',(.065,.105,.135),256,.55,.12,.008,False,False),
 ('Terracotta','worn_rock_natural_01',(.34,.15,.072),512,0,.78,.3,False,False)]
for cfg in configs[:1] if preflight else configs:
 c=list(cfg)
 if preflight:c[3]=64
 mats.append(material(*c))
if preflight:
 bpy.ops.mesh.primitive_cube_add();bpy.context.object.data.materials.append(mats[0]);bpy.ops.export_scene.gltf(filepath=str(ROOT/'preflight.glb'),export_format='GLB');bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False);bpy.data.node_groups['glTF Material Output'].__setattr__('name','Baked AO Settings');bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'));print('PREFLIGHT_OK',flush=True);sys.exit(0)

# Aggregate directly into the required rigid mesh nodes; no thousands of objects.
class Mesh:
 def __init__(self,name):self.name=name;self.v=[];self.f=[];self.mi=[];self.uv=[];self.sm=[]
 def add(self,verts,faces,mat,uvfun=None,smooth=False):
  off=len(self.v);self.v.extend([tuple(v) for v in verts])
  for face in faces:
   self.f.append(tuple(i+off for i in face));self.mi.append(mat);self.sm.append(smooth)
   # Per-face metre projection, mapped to deliberate dry/moss/mortar zones.
   n=(Vector(verts[face[1]])-Vector(verts[face[0]])).cross(Vector(verts[face[2]])-Vector(verts[face[0]]))
   axis=max(range(3),key=lambda k:abs(n[k]));ij=[k for k in range(3) if k!=axis]
   self.uv.append([uvfun(Vector(verts[i]),axis) if uvfun else (verts[i][ij[0]],verts[i][ij[1]]) for i 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.sm):
   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.remove_doubles(bm,verts=list(bm.verts),dist=.00001);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(me);bm.free();me.update()
  return ob
G={n:Mesh(n) for n in ['Walls','Roof','Chimney_L','Chimney_R','Door','Shutters','Windows','Rainwater','Ironwork','Entry_fittings']}

def uvzone(mat,center,mode='dry',span=.15):
 a=random.uniform(.1,.90);b=random.uniform(.56,.76)
 if mode=='moss':b=random.uniform(.11,.29);span=min(span,.42)
 if mode=='mortar':b=.955;span=.012
 def uv(p,axis):
  ij=[k for k in range(3) if k!=axis]
  return (a+(p[ij[0]]-center[ij[0]])*span,b+(p[ij[1]]-center[ij[1]])*span)
 return uv

def box(group,center,size,mat,bevel=.015,rot=None,mode='dry'):
 bm=bmesh.new();bmesh.ops.create_cube(bm,size=1)
 for v in bm.verts:v.co=Vector((v.co.x*size[0],v.co.y*size[1],v.co.z*size[2]))
 if bevel:
  bmesh.ops.bevel(bm,geom=list(bm.edges),offset=min(bevel,min(size)*.25),segments=1,affect='EDGES')
 bm.verts.ensure_lookup_table();bm.verts.index_update()
 verts=[v.co.copy() for v in bm.verts];faces=[tuple(v.index for v in f.verts) for f in bm.faces];bm.free()
 if rot:verts=[rot@v for v in verts]
 verts=[v+Vector(center) for v in verts]
 G[group].add(verts,faces,mat,uvzone(mat,center,mode,1 if mat in [3,4] else .3))

def cyl(group,a,b,r,mat,n=10,r2=None):
 a=Vector(a);b=Vector(b);q=(b-a).to_track_quat('Z','Y');r2=r if r2 is None else r2
 verts=[a+q@Vector((r*math.cos(i*math.tau/n),r*math.sin(i*math.tau/n),0)) for i in range(n)]+[b+q@Vector((r2*math.cos(i*math.tau/n),r2*math.sin(i*math.tau/n),0)) for i in range(n)]
 faces=[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[group].add(verts,faces,mat,uvzone(mat,(a+b)*.5,span=.8),smooth=True)

def tube(group,points,r,mat,n=10):
 for a,b in zip(points,points[1:]):cyl(group,a,b,r,mat,n)

def profile(group,poly,depth,mapf,mat,mode='dry'):
 verts=[mapf(u,d,z) for d in depth for u,z in poly];n=len(poly);faces=[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)]
 cen=tuple(sum(v[k] for v in verts)/len(verts) for k in range(3));G[group].add(verts,faces,mat,uvzone(mat,cen,mode,.22))

front=lambda u,d,z:(u,-3.5-d,z)
back=lambda u,d,z:(-u,3.5+d,z)
right=lambda u,d,z:(4.5+d,u,z)
left=lambda u,d,z:(-4.5-d,-u,z)
# Actual wall openings, expressed in surface coordinates.
front_holes=[(-.7,.7,.12,3.12),(-3.05,-1.65,1.12,3.22),(1.65,3.05,1.12,3.22)]
side_holes=[(.9,1.72,1.35,2.54),(.9,1.72,5.03,6.13)]
back_holes=[(-2.7,-1.5,1.2,3.1),(1.5,2.7,1.2,3.1)]

def subtract_intervals(a,b,z0,z1,holes):
 parts=[(a,b)]
 for x0,x1,h0,h1 in holes:
  if z0<h1 and z1>h0:
   nextp=[]
   for s,e in parts:
    if e<=x0 or s>=x1:nextp.append((s,e))
    else:
     if s<x0:nextp.append((s,x0))
     if e>x1:nextp.append((x1,e))
   parts=nextp
 return parts

def wall(mapf,width,holes,gable=False):
 # Mortar and solid wall thickness, partition at every aperture height.
 levels=sorted(set([0,5.6]+[v for h in holes for v in h[2:] if v<5.6]))
 for z0,z1 in zip(levels,levels[1:]):
  for a,b in subtract_intervals(-width/2,width/2,z0+.0001,z1-.0001,holes):profile('Walls',[(a,z0),(b,z0),(b,z1),(a,z1)],(-.38,.002),mapf,0,'mortar')
 if gable:
  # Triangle above eaves; aperture excluded via a rectangular notch plus flanking trapezoids.
  zs=sorted(set([5.6,9.0]+[h[3] for h in holes if h[3]>5.6]))
  for z0,z1 in zip(zs,zs[1:]):
   w0=3.5*(9-z0)/3.4;w1=3.5*(9-z1)/3.4
   for a,b in subtract_intervals(-w0,w0,z0+.0001,z1-.0001,holes):
    at=max(a,-w1);bt=min(b,w1)
    if bt>at:poly=[(a,z0),(b,z0),(bt,z1),(at,z1)]
    elif w1<1e-5:poly=[(a,z0),(b,z0),(0,9)]
    else:continue
    profile('Walls',poly,(-.38,.002),mapf,0,'mortar')
 # The registered CC0 wall scan supplies actual rubble bedding; relief is carried
 # by a dense, welded surface, with the same image coordinates as the normal map.
 # This avoids inventing uniformly bevelled blocks or arbitrary Voronoi paving.
 import numpy as np
 dispimage=bpy.data.images.load(str(TEX/'rock_wall_09_disp_1k.jpg'),check_existing=True)
 dispimage.colorspace_settings.name='Non-Color'
 W,H=dispimage.size
 pixels=np.asarray(dispimage.pixels[:],dtype=np.float32).reshape(H,W,4)[:,:,0]
 repeat=2.25
 def relief(u,z):
  x=(u/repeat%1)*(W-1);y=(z/repeat%1)*(H-1);ix=int(x);iy=int(y);fx=x-ix;fy=y-iy
  val=(pixels[iy,ix]*(1-fx)+pixels[iy,min(ix+1,W-1)]*fx)*(1-fy)+(pixels[min(iy+1,H-1),ix]*(1-fx)+pixels[min(iy+1,H-1),min(ix+1,W-1)]*fx)*fy
  return .006+float(val)*.105
 ex=Vector(mapf(1,0,0))-Vector(mapf(0,0,0));base=Vector(mapf(0,0,0))
 def surfaceuv(p,axis):return ((p-base).dot(ex)/repeat,p.z/repeat)
 height=9 if gable else 5.6
 levels=sorted(set([0,height,5.6]+[v for hole in holes for v in hole[2:] if 0<v<height]))
 for lo,hi in zip(levels,levels[1:]):
  steps=max(1,math.ceil((hi-lo)/.118))
  for j in range(steps):
   z0=lo+(hi-lo)*j/steps;z1=lo+(hi-lo)*(j+1)/steps
   w0=width/2 if z0<=5.6 else max(0,3.5*(9-z0)/3.4)
   w1=width/2 if z1<=5.6 else max(0,3.5*(9-z1)/3.4)
   for a,b in subtract_intervals(-w0,w0,z0+.00001,z1-.00001,holes):

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/reference/preflight-and-recovery.md /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md /home/claude-agent/.codex/skills/construction-kit/references/implementation.md
ssh gex44 'pgrep -af blender || true; df -h /root'
" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 758ms:
<!-- 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.
# 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/
18867 python3 /opt/astra-blender/blender_exec_server.py
18880 python3 /opt/astra-blender/blender_exec_server.py
40540 bash -c cd /root/room-fit-pack/prop-lane && while pgrep -f blender >/dev/null 2>&1; do sleep 5; done; echo BLENDER_DONE; cat optimize_run7.log
87189 bash -c cd /root/room-fit-pack/prop-lane && while pgrep -f blender >/dev/null 2>&1; do sleep 4; done; echo BLENDER_DONE; cat optimize_run8.log
254533 bash -c pgrep -af blender || true; df -h /root
2433489 bash -c while pgrep -f "blender.real -b --factory-startup --python-exit-code 1 --python /root/tideglass-fps-weapons-20260917/build_fps_weapons.py -- RENDER" >/dev/null; do sleep 5; done; echo render-complete; stat -c "%n %s %y" /root/tideglass-fps-weapons-20260917/renders/rifle_beauty_stock.png /root/tideglass-fps-weapons-20260917/renders/pistol_beauty_hero.png
3939376 python3 /opt/astra-blender/blender_exec_server.py
Filesystem      Size  Used Avail Use% Mounted on
/dev/md2        1.7T  1.3T  403G  76% /

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exec
/bin/bash -lc 'coord check service:gex44-blender' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
clear    service:gex44-blender

hook: PreToolUse
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exec
/bin/bash -lc "coord claim local:/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/ --note 'Six medieval houses: source, textures, incremental GLB and renders; deadline 01:46 Paris'
coord claim gex44:/root/fal-author/medieval-hero-houses-v1/ --note 'Remote Blender kit build'
coord claim service:gex44-blender --note 'One serial Blender job for medieval hero house kit'
ssh gex44 mkdir -p /root/fal-author/medieval-hero-houses-v1
sed -n '45,92p' ../breton-stone-house-v2/build_breton-stone-house.py
sed -n '260,415p' ../breton-stone-house-v2/build_breton-stone-house.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 756ms:
claim local:/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/ [exclusive] ttl=1800s
claim gex44:/root/fal-author/medieval-hero-houses-v1/ [exclusive] ttl=1800s
claim service:gex44-blender [exclusive] ttl=1800s
  if hasattr(val,'node'):nt.links.new(val,inp)
  else:inp.default_value=val
 return n.outputs[0]
def image_node(nt,path,uv,noncolor=False):
 n=node(nt,'ShaderNodeTexImage');n.image=bpy.data.images.load(str(path),check_existing=True)
 if noncolor:n.image.colorspace_settings.name='Non-Color'
 nt.links.new(uv,n.inputs['Vector']);return n

def material(name,ident,tint,size=1024,metal=0,rough=.8,normal=.6,zone=False,wood=False):
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial'); bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 uv=node(nt,'ShaderNodeTexCoord').outputs['UV']; source_uv=uv
 if wood:
  mapping=node(nt,'ShaderNodeVectorMath');mapping.operation='MULTIPLY';nt.links.new(uv,mapping.inputs[0]);mapping.inputs[1].default_value=(.7,.034,1)
  source_uv=mapping.outputs[0]
 diff=image_node(nt,TEX/f'{ident}_diff_1k.jpg',source_uv)
 bw=node(nt,'ShaderNodeRGBToBW');nt.links.new(diff.outputs['Color'],bw.inputs[0])
 value=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',bw.outputs[0],1.65),.24)
 color=mix(nt,1,value,(*tint,1),'MULTIPLY')
 noise=node(nt,'ShaderNodeTexNoise');nt.links.new(uv,noise.inputs['Vector']);noise.inputs['Scale'].default_value=19;noise.inputs['Detail'].default_value=4
 large=node(nt,'ShaderNodeTexNoise');nt.links.new(uv,large.inputs['Vector']);large.inputs['Scale'].default_value=4.5;large.inputs['Detail'].default_value=3
 color=mix(nt,1,color,mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',large.outputs['Fac'],.8),.55),'MULTIPLY')
 patina=mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.10)
 color=mix(nt,patina,color,(.14,.12,.075,1))
 if zone and zone!='wall':
  sep=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,sep.inputs[0])
  falloff=mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',.47,sep.outputs['Y']),0)
  patch=mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',noise.outputs['Fac'],.40),0)
  moss=mathnode(nt,'MINIMUM',mathnode(nt,'MULTIPLY',mathnode(nt,'MULTIPLY',falloff,patch),10),.86)
  mosscolor=mix(nt,noise.outputs['Fac'],(.038,.053,.016,1),(.16,.18,.071,1))
  color=mix(nt,moss,color,mosscolor)
  mortar=mathnode(nt,'GREATER_THAN',sep.outputs['Y'],1.1 if zone=='wall' else .92)
  mortarcolor=mix(nt,noise.outputs['Fac'],(.23,.222,.195,1),(.39,.375,.32,1))
  color=mix(nt,mortar,color,mortarcolor)
 if zone=='wall':
  hue=node(nt,'ShaderNodeHueSaturation');nt.links.new(diff.outputs['Color'],hue.inputs['Color']);hue.inputs['Saturation'].default_value=.28
  contrast=node(nt,'ShaderNodeBrightContrast');nt.links.new(hue.outputs[0],contrast.inputs['Color']);contrast.inputs['Contrast'].default_value=.12
  color=mix(nt,1,contrast.outputs[0],(1.3,1.32,1.29,1),'MULTIPLY')
  color=mix(nt,1,color,(.105,.103,.094,1),'ADD')
  heighttex=image_node(nt,TEX/f'{ident}_disp_1k.jpg',source_uv,True)
  limemask=mathnode(nt,'MINIMUM',mathnode(nt,'MAXIMUM',mathnode(nt,'MULTIPLY',mathnode(nt,'SUBTRACT',.60,heighttex.outputs['Color']),8),0),.92)
  lime=mix(nt,noise.outputs['Fac'],(.20,.197,.176,1),(.31,.30,.27,1))
  color=mix(nt,limemask,color,lime)
 nt.links.new(color,bs.inputs['Base Color'])
 arm=image_node(nt,TEX/f'{ident}_arm_1k.jpg',source_uv,True); sep=node(nt,'ShaderNodeSeparateColor');nt.links.new(arm.outputs['Color'],sep.inputs[0])
 roughsock=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',sep.outputs['Green'],.22),rough-.15)
 nt.links.new(roughsock,bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
 nor=image_node(nt,TEX/f'{ident}_nor_gl_1k.jpg',source_uv,True);norm=node(nt,'ShaderNodeNormalMap');nt.links.new(nor.outputs['Color'],norm.inputs['Color']);norm.inputs['Strength'].default_value=normal;nt.links.new(norm.outputs[0],bs.inputs['Normal'])
 # Each material result is baked on a shared tile, preserving original map registration.
   for a,b in subtract_intervals(-w0,w0,z0+.00001,z1-.00001,holes):
    at=max(a,-w1);bt=min(b,w1)
    if bt<at:continue
    # Fixed columns keep adjacent relief rows welded, including sloping gables.
    grid=[-width/2+k*.118 for k in range(math.ceil(width/.118)+1)]+[v for hole in holes for v in hole[:2]]
    cuts=sorted(set([a,b]+[u for u in grid if a<u<b]))
    for u0,u1 in zip(cuts,cuts[1:]):
     t0=max(at,min(bt,u0));t1=max(at,min(bt,u1))
     coords=[(u0,z0),(u1,z0),(t1,z1),(t0,z1)]
     if abs(t1-t0)<1e-6:coords=coords[:3]
     verts=[mapf(u,relief(u,z),z) for u,z in coords]
     G['Walls'].add(verts,[tuple(range(len(verts)))],0,surfaceuv,smooth=True)

wall(front,9,front_holes);wall(back,9,back_holes);wall(right,7,side_holes,True);wall(left,7,side_holes,True)
# Alternating dressed granite quoins, toothed into rubble.
for x in [-1,1]:
 for y in [-1,1]:
  for i in range(14):
   h=.398;z=(i+.5)*.4
   a,b=(.60,.35) if i%2 else (.35,.65)
   box('Walls',(x*(4.5-a/2+.11),y*(3.5-b/2+.11),z),(a,b,h-.012),1,.026,mode='moss' if i<2 else 'dry')

# Window construction in a local facade basis (u along facade, d outward).
def localbox(group,mapf,u,d,z,w,t,h,mat,bev=.015):
 c=Vector(mapf(u,d,z));ex=Vector(mapf(u+1,d,z))-c;ey=Vector(mapf(u,d+1,z))-c;ez=Vector((0,0,1));rot=Matrix((ex,ey,ez)).transposed()
 box(group,c,(w,t,h),mat,bev,rot)
def window(mapf,u,z,w,h,shutters=False):
 # Recess is behind stone face, stone jambs and drip sill are proud.
 for s in [-1,1]:
  for k in range(3):localbox('Walls',mapf,u+s*(w/2+.13),.01,z+(k+.5)*h/3,.25,.30,h/3-.014,1,.020)
 localbox('Walls',mapf,u,.035,z+h+.13,w+.55,.34,.25,1,.025)
 localbox('Walls',mapf,u,.09,z-.105,w+.62,.47,.21,1,.022)
 localbox('Windows',mapf,u,-.16,z+h/2,w,.045,h,6,.005)
 for s in [-1,1]:localbox('Windows',mapf,u+s*(w/2-.055),-.105,z+h/2,.09,.13,h,4,.008)
 for zz in [z+.045,z+h-.045]:localbox('Windows',mapf,u,-.105,zz,w,.13,.09,4,.008)
 localbox('Windows',mapf,u,-.08,z+h/2,.065,.15,h-.14,4,.007)
 for zz in [z+h/3,z+2*h/3]:localbox('Windows',mapf,u,-.075,zz,w-.16,.08,.04,4,.006)
 # Interior depth cue behind glazing: slender curtain edges, no fake painted mullions.
 if shutters:
  for s in [-1,1]:
   sw=.49;su=u+s*(w/2+.40)
   for k in range(3):localbox('Shutters',mapf,su+(k-1)*sw/3,.13,z+h/2,sw/3-.007,.085,h+.08,3,.009)
   for zz in [z+.25,z+h-.25]:
    localbox('Shutters',mapf,su,.19,zz,sw+.025,.047,.095,3,.007)
    localbox('Ironwork',mapf,su,.225,zz,sw*.65,.022,.035,5,.004)
    for off in [-.14,.14]:
     a=mapf(su+off,.243,zz);b=mapf(su+off,.25,zz);cyl('Ironwork',a,b,.018,5,8)
   localbox('Ironwork',mapf,su-s*.2,.22,z+.13,.035,.04,.16,5,.006)
for u in [-2.35,2.35]:window(front,u,1.12,1.4,2.1,True)
for mp in [right,left]:
 for z,h in [(1.35,1.19),(5.03,1.1)]:window(mp,1.31,z,.82,h)
for u in [-2.1,2.1]:window(back,u,1.2,1.2,1.9,True)
# Entrance portal, coursed jambs and a stepped cornice.
for s in [-1,1]:
 for i in range(6):localbox('Walls',front,s*.86,.09,.26+i*.49,.32 if i%2 else .42,.40,.476,1,.026)
localbox('Walls',front,0,.1,3.20,2.10,.44,.29,1,.028)
localbox('Walls',front,0,.16,3.40,2.27,.53,.13,1,.02)
localbox('Walls',front,0,.18,3.51,2.35,.59,.10,1,.016)
localbox('Walls',front,0,.36,.105,1.8,.90,.21,1,.035)
for s in [-1,1]:localbox('Walls',front,s*.68,-.07,1.62,.10,.16,2.91,4,.012)
localbox('Walls',front,0,-.07,3.035,1.4,.16,.13,4,.012)
for i in range(8):localbox('Door',front,-.595+i*.17,-.12,1.59,.165,.115,2.83,3,.008)
for zz in [.27,2.88]:localbox('Door',front,0,-.035,zz,1.36,.045,.12,3,.009)
# Small upper door light, framed at four sides.
localbox('Door',front,0,-.02,2.24,.28,.025,.48,6,.005)
for s in [-1,1]:localbox('Door',front,s*.18,.015,2.24,.06,.08,.60,5,.009)
for zz in [1.97,2.51]:localbox('Door',front,0,.015,zz,.40,.08,.06,5,.008)
localbox('Door',front,.47,.035,1.44,.07,.055,.24,5,.012)
cyl('Door',front(.47,.08,1.45),front(.47,.16,1.45),.026,5,12)
cyl('Door',front(.47,.16,1.45),front(.34,.16,1.45),.028,5,12)
for zz in [.53,2.61]:
 cyl('Door',front(-.68,-.01,zz-.10),front(-.68,-.01,zz+.10),.033,5,12)
 localbox('Door',front,-.48,-.005,zz,.4,.035,.048,5,.006)

# Main roof: 3.4 m rise, slate plates in staggered overlapping courses.
slope=3.4/3.65
# Underlay planes have thickness, dark visible fascia, no floating roof.
for sign in [-1,1]:
 for j in range(19):
  ya=3.77-j*.2;yb=max(0,ya-.2);y=sign*(ya+yb)/2;z=9-abs(y)*slope-.072
  half=min(.81,max(0,(abs(y)-1.005)/1.106));holes=[(x-half,x+half,0,1) for x in ([-2.35,2.35] if sign==-1 else [1.85])] if half>.005 else []
  for a,b in subtract_intervals(-4.65,4.65,.1,.9,holes):
   box('Roof',((a+b)/2,y,z),(b-a,(ya-yb)*math.sqrt(1+slope*slope)+.005,.085),2,.008,Matrix.Rotation(-sign*math.atan(slope),3,'X'))

def slate_plane(group,origin,U,V,N,width,length,mat=2,tw=.345,step=.21,skip=None):
 U=Vector(U);V=Vector(V);N=Vector(N);origin=Vector(origin)
 rows=math.ceil(length/step)
 for j in range(rows):
  v=j*step;lo=-width/2;offset=(j%2)*tw*.5
  cuts=[lo]+[lo+offset+i*tw for i in range(1,math.ceil(width/tw)+1) if lo+offset+i*tw<width/2]+[width/2]
  for a,b in zip(cuts,cuts[1:]):
   if b-a<.04:continue
   center=origin+U*((a+b)*.5)+V*(v+.12)
   if skip and skip(center):continue
   w=b-a-.008;l=min(step+.085,length-v+.025);zoff=.040+random.uniform(-.002,.002)
   # clipped front corners and subtle irregular thickness, 20 triangles per tile
   c=.014
   poly=[(a+.004+c,v),(b-.004-c,v),(b-.004,v+c),(b-.004,v+l),(a+.004,v+l),(a+.004,v+c)]
   verts=[origin+U*x+V*y+N*(zoff+d-.12*(y-v)) for d in [-.008,.008] for x,y in poly]
   n=6;faces=[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[group].add(verts,faces,mat,uvzone(mat,center,'dry',.28))
# Dormer roof/wall region is excluded, not layered over uncut slates.
for sign in [-1,1]:
 V=Vector((0,-sign, slope)).normalized();N=Vector((0,sign*slope,1)).normalized()
 def skip(p,sign=sign):
  xs=[-2.35,2.35] if sign==-1 else [1.85]
  return any(abs(p.x-x)<.80 and abs(p.y)>1.005+1.106*abs(p.x-x) for x in xs)
 slate_plane('Roof',(0,sign*3.77,5.49),(1,0,0),V,N,9.3,3.77*math.sqrt(1+slope*slope),skip=skip)
# Ridge semicircular terracotta units, hollow cross-section.
def ridgecap(x0,x1,y,z,group='Roof',r=.12):
 n=8;verts=[]
 for x in [x0,x1]:
  for rad in [r,r-.027]:
   verts.extend([(x,y+math.cos(i*math.pi/n)*rad,z+math.sin(i*math.pi/n)*rad) for i in range(n+1)])
 q=n+1;faces=[]
 for i in range(n):
  faces.extend([(i,i+1,2*q+i+1,2*q+i),(q+i,3*q+i,3*q+i+1,q+i+1),(i,q+i,q+i+1,i+1),(2*q+i,2*q+i+1,3*q+i+1,3*q+i)])
 faces.extend([(0,2*q,3*q,q),(n,q+n,3*q+n,2*q+n)])
 G[group].add(verts,faces,7,uvzone(7,(x0,y,z),span=.8))
for i in range(31):ridgecap(-4.63+i*.298,-4.63+i*.298+.290,0,9.045)
# Verge flashings on both gables.
for x in [-4.63,4.63]:
 for sign in [-1,1]:
  tube('Roof',[(x,sign*3.81,5.47),(x,0,9.085)],.047,5,8)

# Lucarnes. Their windows extend below the roof eave, as in the reference.
def dormer(x,sign):
 # Local coordinate d outward from facade plane; front dormers project a little beyond eave.
 mp=lambda u,d,z:(x+u,sign*(3.52+d),z)
 # Side cheek prisms meet the main roof at the back; solid, slate-clad.
 for sx in [-1,1]:
  xx=x+sx*.73
  verts=[(xx-.06,sign*3.49,5.35),(xx+.06,sign*3.49,5.35),(xx-.06,sign*3.49,7.315),(xx+.06,sign*3.49,7.315),(xx-.06,sign*1.81,7.315),(xx+.06,sign*1.81,7.315)]
  G['Roof'].add(verts,[(0,1,3,2),(2,3,5,4),(0,4,5,1),(0,2,4),(1,5,3)],2,uvzone(2,(xx,sign*3,6),span=.6))
 # stone face around recessed opening, and pediment
 for s in [-1,1]:localbox('Walls',mp,s*.68,0,6.23,.25,.35,1.95,1,.021)
 localbox('Walls',mp,0,.06,5.24,1.65,.48,.2,1,.02)
 localbox('Walls',mp,0,.025,7.12,1.58,.37,.24,1,.022)
 profile('Walls',[(-.8,7.15),(.8,7.15),(0,8.04)],(-.18,.08),mp,0)
 # gable infill stones, coursed without detached rubble
 for zz,ww in [(7.31,1.17),(7.57,.72),(7.8,.30)]:
  for i in range(max(1,round(ww/.27))):
   count=max(1,round(ww/.27));localbox('Walls',mp,-ww/2+(i+.5)*ww/count,.10,zz,ww/count-.018,.06,.20,0,.019)
 window(mp,0,5.35,1.08,1.62,False)
 # Roof runs back into main slope; transverse gable pitch.
 for s in [-1,1]:
  U=Vector((0,-sign,0));V=Vector((-s,0,1.03)).normalized();N=Vector((s*1.03,0,1)).normalized()
  origin=Vector((x+s*.90,sign*2.30,7.14))
  slate_plane('Roof',origin,U,V,N,3.05,1.27,tw=.27,step=.20,skip=lambda p: p.z < 9-abs(p.y)*slope-.055)
 # Lead-lined valleys are continuous closed strips tucked under both slate fields.
 for ss in [-1,1]:
  A=Vector((x,sign*1.005,8.08));B=Vector((x+ss*.94,sign*2.045,7.11))
  tangent=(B-A).normalized();normal=Vector((0,sign*slope,1)).normalized();cross=tangent.cross(normal).normalized()
  verts=[q+cross*w+normal*d for d in [-.025,0] for q in [A,B] for w in [-.13,.13]]
  G['Roof'].add(verts,[(0,1,3,2),(4,6,7,5),(0,4,5,1),(2,3,7,6),(0,2,6,4),(1,5,7,3)],5,uvzone(5,A,span=.5))
 # Dormer roof decking beneath slates, clipped exactly against main roof plane.

hook: PreToolUse
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exec
/bin/bash -lc "python3 - <<'PY'
import urllib.request,json
x=json.load(urllib.request.urlopen('https://api.polyhaven.com/assets?t=textures'))
for k in x:
 if any(s in k for s in ['plaster','roof','brick','wooden_planks']): print(k)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 exited 1 in 1860ms:
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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exec
/bin/bash -lc "curl -fLsS -A 'Mozilla/5.0' 'https://api.polyhaven.com/assets?t=textures' -o /tmp/medieval-ph-assets.json
python3 - <<'PY'
import json
from pathlib import Path
p=Path('/tmp/medieval-ph-assets.json')
if p.exists():
 for k in json.loads(p.read_text()):
  if any(s in k for s in ['plaster','roof','brick','wooden_planks']): print(k)
PY
ls -lh ../breton-stone-house-v2/textures
sed -n '415,455p' ../breton-stone-house-v2/build_breton-stone-house.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 35ms:
blue_plaster_wall
blue_plaster_weathered
brick_4
brick_crosswalk
brick_floor
brick_floor_003
brick_floor_02
brick_floor_04
brick_gravel
brick_moss_001
brick_pavement
brick_pavement_02
brick_pavement_03
brick_pavement_04
brick_villa_floor
brick_wall_001
brick_wall_003
brick_wall_005
brick_wall_006
brick_wall_02
brick_wall_04
brick_wall_07
brick_wall_08
brick_wall_09
brick_wall_10
brick_wall_11
brick_wall_12
brick_wall_13
broken_brick_wall
brown_brick_02
castle_brick_01
castle_brick_02_red
castle_brick_02_white
castle_brick_07
castle_brick_broken_06
ceramic_roof_01
church_bricks_02
church_bricks_03
clay_plaster
clay_roof_tiles
clay_roof_tiles_02
clay_roof_tiles_03
concrete_brick_wall_001
damaged_plaster
dark_brick_wall
dark_wooden_planks
double_brick_floor
factory_brick
floor_bricks_02
grey_plaster
grey_plaster_02
grey_plaster_03
grey_roof_01
grey_roof_tiles
grey_roof_tiles_02
herringbone_brick
herringbone_brick_02
herringbone_brick_03
large_red_bricks
medieval_red_brick
mixed_brick_wall
mossy_brick
mossy_brick_floor
painted_brick
painted_plaster_wall
painted_worn_brick
patterned_brick_floor
patterned_brick_floor_02
patterned_brick_floor_03
patterned_brick_wall
patterned_brick_wall_02
patterned_brick_wall_03
patterned_clay_plaster
patterned_plaster_wall
pebble_bricks
plaster_brick_01
plaster_brick_pattern
plaster_grey_04
plaster_stone_wall_01
plaster_stone_wall_02
plastered_stone_wall
plastered_wall
plastered_wall_02
plastered_wall_03
plastered_wall_04
plastered_wall_05
random_bricks_thick
recycled_brick_floor
red_brick
red_brick_03
red_brick_pavers
red_brick_plaster_patch_02
red_bricks_02
red_bricks_04
red_plaster_weathered
red_slate_roof_tiles_01
reed_roof_03
reed_roof_04
roof_07
roof_09
roof_3
roof_planks
roof_slates_02
roof_slates_03
roof_tiles
roof_tiles_14
rough_plaster_03
rough_plaster_brick
rough_plaster_brick_02
rough_plaster_brick_04
rough_plaster_broken
rough_plasterbrick_05
sandstone_brick_wall_01
seaworn_sandstone_brick
short_bricks_floor
slumped_mortar_brick
square_brick_floor
square_brick_paving
stacked_brick_wall
stenciled_brick_floor
stone_brick_wall_001
t_brick_floor_002
thatch_roof_angled
wall_bricks_plaster
white_bricks
white_plaster_02
white_plaster_rough_01
white_plaster_rough_02
white_rough_plaster
white_sandstone_bricks
white_sandstone_bricks_03
whitewashed_brick
wooden_planks
worn_brick_floor
worn_brick_path
worn_brick_wall
worn_cracked_plaster
worn_mossy_plasterwall
worn_plaster_wall
yellow_brick
yellow_bricks
yellow_plaster
yellow_plaster_02
ls: cannot access '../breton-stone-house-v2/textures': No such file or directory
 # Dormer roof decking beneath slates, clipped exactly against main roof plane.
 for ss in [-1,1]:
  A=(x,sign*3.82,8.035);B=(x+ss*.91,sign*3.82,7.10);C=(x+ss*.91,sign*2.04,7.10);D=(x,sign*1.01,8.035)
  verts=[(xx,yy,zz+dz) for dz in [-.06,0] for xx,yy,zz in [A,B,C,D]]
  G['Roof'].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,uvzone(2,A,span=.5))
 # Ridge of dormer, laid along depth.
 for j in range(10):
  cyl('Roof',(x,sign*(3.79-j*.29),8.08),(x,sign*(3.79-j*.29-.28),8.08),.075,7,10)
 for s in [-1,1]:tube('Roof',[(x+s*.91,sign*3.82,7.13),(x,sign*3.82,8.11)],.040,5,8)
 # Iron Juliet rail attached to stone, with sockets and lower curled feet.
 for z in [5.47,6.03]:
  a=mp(-.62,.31,z);b=mp(.62,.31,z);cyl('Ironwork',a,b,.024,5,10)
 for i in range(9):
  u=-.59+i*.1475;cyl('Ironwork',mp(u,.31,5.46),mp(u,.31,6.04),.014,5,8)
  if i%2==0:
   points=[mp(u+.043*math.sin(t*math.tau/12),.31,5.75+.08*math.cos(t*math.tau/12)) for t in range(13)];tube('Ironwork',points,.008,5,6)
 for u in [-.63,.63]:
  for z in [5.46,6.03]:cyl('Ironwork',mp(u,.04,z),mp(u,.34,z),.024,5,10)
for x in [-2.35,2.35]:dormer(x,-1)
dormer(1.85,1)

# Chimneys sit on gables and bridge the ridge, with lead aprons, dressed courses, double hollow pots.
for x,name in [(-4.12,'Chimney_L'),(4.12,'Chimney_R')]:
 box(name,(x,0,9.23),(.78,.98,1.62),1,.008,mode='mortar')
 box(name,(x,0,9.08),(.87,1.17,.15),5,.028)
 for row in range(5):
  z=8.48+row*.31
  for j in range(2):
   box(name,(x+(j-.5)*.4,0,z),(.394,1.02,.297),1,.024,mode='moss' if row==4 else 'dry')
 # caps step out and shed water
 box(name,(x,0,10.00),(.91,1.16,.14),1,.025,mode='moss')
 box(name,(x,0,10.10),(1.02,1.26,.10),1,.018,mode='moss')
 for y in [-.32,.32]:
  n=16;verts=[]
  for z,r in [(10.15,.16),(10.47,.133),(10.50,.14),(10.50,.102),(10.19,.105)]:
   verts.extend([(x+r*math.cos(i*math.tau/n),y+r*math.sin(i*math.tau/n),z) for i in range(n)])
  faces=[]
  for ring in range(4):faces.extend([(ring*n+i,ring*n+(i+1)%n,(ring+1)*n+(i+1)%n,(ring+1)*n+i) for i in range(n)])
  faces.append(tuple(range(4*n,5*n)))
  G[name].add(verts,faces,7,uvzone(7,(x,y,10.2),span=.8))
# Semicircular zinc gutters, rolled front lip; downpipes and fastening collars.

codex
The Breton model uses registered stone relief, individual overlapping roof pieces, recessed openings, and baked material swatches. I’ll reuse those methods. I’ve also confirmed the remote Blender slot is free. I’m building the merchant house first to establish the material shelf and export contract.

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'
\"\"\"Late medieval French townhouse kit — Blender 5.2, metres, seed 8106.
blender -b --python-exit-code 1 --python build_kit.py [-- --count 6]
Self-contained builder: downloads CC0 scans, caches Cycles swatch bakes, builds
and atomically exports after each house, imports the GLB and renders evidence.
Blender Z-up / front -Y converts to glTF Y-up / front +Z.
\"\"\"
import bpy,bmesh,math,random,json,sys,subprocess,time,os
from pathlib import Path
from mathutils import Vector,Matrix
from mathutils.noise import noise
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; BAKES=ROOT/'baked'
TEX.mkdir(exist_ok=True);BAKES.mkdir(exist_ok=True)
COUNT=int(sys.argv[sys.argv.index('--count')+1]) if '--count' in sys.argv else 6
PREFLIGHT='--preflight' in sys.argv
NORENDER='--no-render' in sys.argv
random.seed(8106)
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)
sc=bpy.context.scene;sc.render.engine='CYCLES';sc.cycles.samples=24;sc.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'
 sc.cycles.device='GPU'
except Exception:sc.cycles.device='CPU'
sc.unit_settings.system='METRIC';sc.unit_settings.scale_length=1
sc.view_settings.view_transform='AgX';sc.render.image_settings.file_format='PNG'
# Shared shelf. No house-specific images; vertex colors supply all local weather.
CONFIG=[('Granite','worn_rock_natural_01',(.48,.475,.43),.86,.6,0),
 ('Oak','wooden_planks',(.15,.103,.066),.85,.45,0),
 ('Plaster','worn_plaster_wall',(.72,.665,.53),.9,.7,0),
 ('Tile','clay_roof_tiles_02',(.36,.17,.09),.88,.55,0),
 ('Slate','slate_floor_03',(.14,.19,.235),.78,.5,0),
 ('Rubble','rock_wall_09',(.47,.46,.405),.9,1.0,0),
 ('Iron','metal_plate_02',(.055,.06,.058),.6,.22,.75),
 ('Glass','metal_plate_02',(.048,.073,.079),.24,.015,.25),
 ('Brick','medieval_red_brick',(.37,.19,.115),.9,.55,0)]
for ident in sorted(set(c[1] for c in CONFIG)):
 for kind in ['diff','nor_gl','arm']+(['disp'] if ident=='rock_wall_09' else []):
  p=TEX/f'{ident}_{kind}_1k.jpg'
  if not p.exists():subprocess.run(['curl','-fLsS','--retry','2','-A','Mozilla/5.0',f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{ident}/{p.name}','-o',str(p)],check=True)
def node(nt,t):return nt.nodes.new(t)
def mathn(nt,op,a,b=0):
 n=node(nt,'ShaderNodeMath');n.operation=op
 for v,i in [(a,0),(b,1)]:
  if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
  else:n.inputs[i].default_value=v
 return n.outputs[0]
def mix(nt,f,a,b,mode='MIX'):
 n=node(nt,'ShaderNodeMixRGB');n.blend_type=mode
 for v,i in [(f,0),(a,1),(b,2)]:
  if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
  else:n.inputs[i].default_value=v
 return n.outputs[0]
def inode(nt,p,uv=None,nc=False):
 n=node(nt,'ShaderNodeTexImage');n.image=bpy.data.images.load(str(p),check_existing=True)
 if nc:n.image.colorspace_settings.name='Non-Color'
 if uv is not None:nt.links.new(uv,n.inputs['Vector'])
 return n

def material(cfg):
 name,ident,tint,rough,strength,metal=cfg
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear()
 files={k:BAKES/f'{name}_{k}.jpg' for k in ['BaseColor','Normal','ORM']}
 if PREFLIGHT:files={k:BAKES/f'preflight_{k}.jpg' for k in files}
 if not all(p.exists() for p in files.values()):
  out=node(nt,'ShaderNodeOutputMaterial');bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
  uv=node(nt,'ShaderNodeTexCoord').outputs['UV'];diff=inode(nt,TEX/f'{ident}_diff_1k.jpg',uv)
  bw=node(nt,'ShaderNodeRGBToBW');nt.links.new(diff.outputs[0],bw.inputs[0])
  col=mix(nt,1,mathn(nt,'ADD',mathn(nt,'MULTIPLY',bw.outputs[0],1.4),.32),(*tint,1),'MULTIPLY')
  # Periodic 4D weather noise: opposite swatch edges have identical coordinates.
  xy=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,xy.inputs[0])
  u=mathn(nt,'MULTIPLY',xy.outputs['X'],math.tau);v=mathn(nt,'MULTIPLY',xy.outputs['Y'],math.tau)
  xyz=node(nt,'ShaderNodeCombineXYZ')
  for sock,val in zip(xyz.inputs,[mathn(nt,'COSINE',u),mathn(nt,'SINE',u),mathn(nt,'COSINE',v)]):nt.links.new(val,sock)
  nn=node(nt,'ShaderNodeTexNoise');nn.noise_dimensions='4D';nn.inputs['Scale'].default_value=3.8;nn.inputs['Detail'].default_value=4
  nt.links.new(xyz.outputs[0],nn.inputs['Vector']);nt.links.new(mathn(nt,'SINE',v),nn.inputs['W'])
  col=mix(nt,1,col,mathn(nt,'ADD',mathn(nt,'MULTIPLY',nn.outputs['Fac'],.46),.72),'MULTIPLY')
  if name in ['Slate','Tile']:
   moss=mathn(nt,'MINIMUM',mathn(nt,'MAXIMUM',mathn(nt,'MULTIPLY',mathn(nt,'SUBTRACT',nn.outputs['Fac'],.59),1.9),0),.22)
   col=mix(nt,moss,col,(.13,.16,.052,1))
  if name=='Rubble':
   col=mix(nt,.56,col,diff.outputs[0])
  arm=inode(nt,TEX/f'{ident}_arm_1k.jpg',uv,True);sep=node(nt,'ShaderNodeSeparateColor');nt.links.new(arm.outputs[0],sep.inputs[0])
  roughsock=mathn(nt,'ADD',mathn(nt,'MULTIPLY',sep.outputs['Green'],.20),rough-.14)
  nt.links.new(col,bs.inputs['Base Color']);nt.links.new(roughsock,bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
  normal=inode(nt,TEX/f'{ident}_nor_gl_1k.jpg',uv,True);nm=node(nt,'ShaderNodeNormalMap');nm.inputs['Strength'].default_value=strength;nt.links.new(normal.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
  bpy.ops.mesh.primitive_plane_add(size=2);plane=bpy.context.object;plane.data.materials.append(m)
  target=node(nt,'ShaderNodeTexImage');sc.cycles.samples=4;sc.render.bake.margin=0
  for kind,path in files.items():
   size=64 if PREFLIGHT else (512 if kind=='ORM' or name in ['Iron','Glass'] else 1024)
   im=bpy.data.images.new(name+'_'+kind,width=size,height=size,alpha=False)
   if kind"'!='"'BaseColor':im.colorspace_settings.name='Non-Color'
   target.image=im;nt.nodes.active=target
   if kind=='Normal':nt.links.new(bs.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='NORMAL')
   else:
    em=node(nt,'ShaderNodeEmission')
    if kind=='BaseColor':nt.links.new(col,em.inputs[0])
    else:
     combine=node(nt,'ShaderNodeCombineColor');nt.links.new(mathn(nt,'ADD',mathn(nt,'MULTIPLY',sep.outputs['Red'],.25),.75),combine.inputs['Red']);nt.links.new(roughsock,combine.inputs['Green']);combine.inputs['Blue'].default_value=metal;nt.links.new(combine.outputs[0],em.inputs[0])
    nt.links.new(em.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT')
   im.filepath_raw=str(path);im.file_format='JPEG';sc.render.image_settings.quality=94;im.save()
  bpy.data.objects.remove(plane,do_unlink=True)
  print('BAKED',name,flush=True)
 nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial');bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 base=inode(nt,files['BaseColor']);vc=node(nt,'ShaderNodeVertexColor');vc.layer_name='COLOR_0';nt.links.new(mix(nt,1,base.outputs[0],vc.outputs['Color'],'MULTIPLY'),bs.inputs['Base Color'])
 normal=inode(nt,files['Normal'],nc=True);nm=node(nt,'ShaderNodeNormalMap');nt.links.new(normal.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
 orm=inode(nt,files['ORM'],nc=True);sep=node(nt,'ShaderNodeSeparateColor');nt.links.new(orm.outputs[0],sep.inputs[0]);nt.links.new(sep.outputs['Green'],bs.inputs['Roughness']);nt.links.new(sep.outputs['Blue'],bs.inputs['Metallic'])
 group=bpy.data.node_groups.get('glTF Material Output')
 if not group:
  group=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');group.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
 gn=node(nt,'ShaderNodeGroup');gn.node_tree=group;nt.links.new(sep.outputs['Red'],gn.inputs['Occlusion'])
 return m
MATS=[material(c) for c in (CONFIG[:1] if PREFLIGHT else CONFIG)]
if PREFLIGHT:
 bpy.ops.mesh.primitive_cube_add();ob=bpy.context.object;ob.data.materials.append(MATS[0]);ob.data.color_attributes.new(name='COLOR_0',type='BYTE_COLOR',domain='CORNER')
 for a in ob.data.color_attributes['COLOR_0'].data:a.color=(1,1,1,1)
 bpy.ops.export_scene.gltf(filepath=str(ROOT/'preflight.glb'),export_format='GLB',export_vertex_color='ACTIVE')
 bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
 bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'));print('PREFLIGHT_OK',flush=True);sys.exit(0)
# Geometry directly aggregated by material, following the Breton builder.
G=None;HOUSE=1;W=8;D=10;EAVE=10.8
TINTS={1:(1,.94,.79),2:(1,.79,.48),3:(.91,.94,.86),4:(.93,.98,1),5:(1,1,.94),6:(1,.91,.70)}
def weather(p,mat,tint):
 x,y,z=p; n=noise(Vector((x*.58+HOUSE*6,y*.63,z*.42)))
 f=.94+.10*n
 if mat in [0,2,5,8]:
  foot=math.exp(-max(0,z)*2.3)*(.30+.2*noise(Vector((x*1.4,y*1.4,1))))
  streak=(.5+.5*math.sin(x*7.9+noise(Vector((x*.8,y*.8,z*.2)))*4))**5
  f*=1-foot-.12*streak
 if mat==2:
  # Local tint variation across panels, contact dirt at beam and eave height.
  tint=tuple(a*b for a,b in zip(tint,TINTS[HOUSE]))
  f*=1-.14*math.exp(-abs((z-3)%2.6-.1)*6)
  if x>0:tint=(tint[0]*.94,tint[1]*.97,tint[2])
 if mat in [3,4]:
  moss=max(0,n-.04)*.85
  tint=(tint[0]*(1-moss*.45),tint[1],tint[2]*(1-moss*.7))
  if HOUSE in [2,5]:tint=(tint[0],tint[1]*.90,tint[2]*.82)
 return tuple(max(.035,min(1,a*f)) for a in tint)+(1,)
class Mesh:
 def __init__(self,name,mat):self.name=name;self.mat=mat;self.v=[];self.f=[];self.uv=[];self.cols=[];self.sm=[]
 def add(self,vs,fs,tint=(1,1,1),uvfun=None,smooth=False):
  off=len(self.v);self.v.extend([tuple(v) for v in vs]);self.cols.extend([weather(v,self.mat,tint) for v in vs])
  for face in fs:
   if len(face)<3:continue
   vv=[Vector(vs[i]) for i in face];n=(vv[1]-vv[0]).cross(vv[2]-vv[0]);axis=max(range(3),key=lambda k:abs(n[k]));ij=[k for k in range(3) if k"'!=axis]
   self.f.append(tuple(off+i for i in face));self.sm.append(smooth)
   self.uv.append([uvfun(v) if uvfun else (v[ij[0]]/2,v[ij[1]]/2) for v in vv])
 def finish(self,root):
  me=bpy.data.meshes.new(self.name);me.from_pydata(self.v,[],self.f);me.materials.append(MATS[self.mat]);me.update()
  uv=me.uv_layers.new(name='"'UVMap');vc=me.color_attributes.new(name='COLOR_0',type='BYTE_COLOR',domain='CORNER')
  for poly,coords,sm in zip(me.polygons,self.uv,self.sm):
   poly.use_smooth=sm
   for li,co in zip(poly.loop_indices,coords):uv.data[li].uv=co;vc.data[li].color=self.cols[me.loops[li].vertex_index]
  ob=bpy.data.objects.new(self.name,me);bpy.context.collection.objects.link(ob);ob.parent=root
  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()
  return ob

def add(v,f,m,tint=(1,1,1),uv=None,smooth=False):G[m].add(v,f,tint,uv,smooth)
BOX_CACHE={}
def box(c,size,m=1,bev=.015,rot=None,tint=(1,1,1)):
 key=(tuple(round(v,5) for v in size),round(bev,5))
 if key not in BOX_CACHE:
  bm=bmesh.new();bmesh.ops.create_cube(bm,size=1)
  for v in bm.verts:v.co=Vector(tuple(v.co[i]*size[i] for i in range(3)))
  if bev:bmesh.ops.bevel(bm,geom=list(bm.edges),offset=min(bev,min(size)*.22),segments=1,affect='EDGES')
  bm.verts.ensure_lookup_table();bm.verts.index_update();BOX_CACHE[key]=([v.co.copy() for v in bm.verts],[tuple(v.index for v in f.verts) for f in bm.faces]);bm.free()
 vs,fs=BOX_CACHE[key];c=Vector(c);vs=[(rot@v if rot else v)+c for v in vs];add(vs,fs,m,tint)
def beam(a,b,w=.16,d=None,m=1,tint=(1,1,1)):
 a=Vector(a);b=Vector(b);box((a+b)/2,(w,d or w,(b-a).length),m,min(.018,w*.11),(b-a).to_track_quat('Z','Y').to_matrix(),tint)
def cyl(a,b,r,m=6,n=8,r2=None,tint=(1,1,1)):
 a=Vector(a);b=Vector(b);q=(b-a).to_track_quat('Z','Y');r2=r if r2 is None else r2
 vs=[a+q@Vector((r*math.cos(i*math.tau/n),r*math.sin(i*math.tau/n),0)) for i in range(n)]+[b+q@Vector((r2*math.cos(i*math.tau/n),r2*math.sin(i*math.tau/n),0)) 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)];add(vs,fs,m,tint,smooth=True)
def tube(ps,r,m=6,n=6,tint=(1,1,1)):
 for a,b in zip(ps,ps[1:]):cyl(a,b,r,m,n,tint=tint)
def profile(poly,depth,mp,m,tint=(1,1,1)):
 vs=[mp(u,d,z) for d in depth for u,z 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)];add(vs,fs,m,tint)
def lbox(mp,u,d,z,w,t,h,m=1,bev=.015,tint=(1,1,1)):
 c=Vector(mp(u,d,z));ex=Vector(mp(u+1,d,z))-c;ey=Vector(mp(u,d+1,z))-c;rot=Matrix((ex,ey,Vector((0,0,1)))).transposed();box(c,(w,t,h),m,bev,rot,tint)
def lbeam(mp,u0,z0,u1,z1,d=.055,w=.16,depth=.17,m=1,tint=(1,1,1)):
 beam(mp(u0,d,z0),mp(u1,d,z1),w,depth,m,tint)
# A facade maps u across, d outwards, z up. Every side outer plane remains exact.
def front_at(j=0):return lambda u,d,z:(u,-j-d,z)
def back_at():return lambda u,d,z:(-u,D+d,z)
def side_at(s):return lambda u,d,z:(s*(W/2+d),D/2+s*u,z)
# Registered masonry relief (same scan and same two-metre UV as the material).
disp=bpy.data.images.load(str(TEX/'rock_wall_09_disp_1k.jpg'));disp.colorspace_settings.name='Non-Color';DW,DH=disp.size
DISP=np.asarray(disp.pixels[:],dtype=np.float32).reshape(DH,DW,4)[:,:,0]
def relief(u,z):return float(DISP[int(z/2%1*(DH-1)),int(u/2%1*(DW-1))])
def intervals(a,b,z,holes):
 parts=[(a,b)]
 for x0,x1,h0,h1 in holes:
  if h0<z<h1:
   out=[]
   for s,e in parts:
    if e<=x0 or s>=x1:out.append((s,e))
    else:
     if s<x0:out.append((s,x0))
     if e>x1:out.append((x1,e))
   parts=out
 return parts

def wall(mp,width,z0,z1,holes,m=2,step=.40,exact=False,gable=0,tint=(1,1,1)):
 # Partition at aperture heights, then grid for relief and spatial COLOR_0.
 levels=sorted(set([z0,z1]+[h for a,b,c,d in holes for h in [c,d] if z0<h<z1]))
 for lo,hi in zip(levels,levels[1:]):
  rows=max(1,math.ceil((hi-lo)/step))
  for j in range(rows):
   za=lo+(hi-lo)*j/rows;zb=lo+(hi-lo)*(j+1)/rows
   wa=width/2*(1-(za-z0)/(z1-z0)) if gable else width/2;wb=width/2*(1-(zb-z0)/(z1-z0)) if gable else width/2
   for a,b in intervals(-wa,wa,(za+zb)/2,holes):
    count=max(1,math.ceil((b-a)/step))
    for k in range(count):
     ua=a+(b-a)*k/count;ub=a+(b-a)*(k+1)/count;ta=max(-wb,min(wb,ua));tb=max(-wb,min(wb,ub))
     coords=[(ua,za),(ub,za),(tb,zb),(ta,zb)]
     if abs(ta-tb)<1e-7:coords=coords[:3]
     vs=[]
     for u,z in coords:
      r=(relief(u,z)*.075 if m==5 else .009*noise(Vector((u*3,z*3,HOUSE))))
      d=-.08+r if exact else r
      vs.append(mp(u,d,z))
     if len(vs)>=3 and (Vector(vs[1])-Vector(vs[0])).cross(Vector(vs[2])-Vector(vs[0])).length>1e-8:
      base=Vector(mp(0,0,0));ex=Vector(mp(1,0,0))-base
      add(vs,[tuple(range(len(vs)))],m,tint,lambda p:((p-base).dot(ex)/2,p.z/2),True)
 # Aperture returns and dark plane at exactly .4 m behind the facade.
 for a,b,c,d in holes:
  for u in [a,b]:profile([(u,c),(u+.022,c),(u+.022,d),(u,d)],(-.4,0),mp,m)
  for z in [c,d]:lbox(mp,(a+b)/2,-.20,z,b-a,.40,.025,m,.004)
  lbox(mp,(a+b)/2,-.415,(c+d)/2,b-a+.04,.025,d-c+.04,7,0,(.09,.095,.10))

def window(mp,u,z,w=1.12,h=1.46,stone=False,shutters=False,rich=False):
 mat=0 if stone else 1
 lbox(mp,u,-.29,z+h/2,w,.035,h,7,.005,tint=(.65,.72,.73))
 for ss in [-1,1]:lbox(mp,u+ss*(w/2+.065),.025,z+h/2,.13,.20,h+.24,mat,.017)
 for zz in [z-.085,z+h+.075]:lbox(mp,u,.04,zz,w+.32,.27,.14,mat,.017)
 lbox(mp,u,.13,z-.17,w+.45,.44,.12,mat,.014)
 lbox(mp,u,-.06,z+h*.51,.065,.10,h,mat,.006)
 lbox(mp,u,-.065,z+h*.60,w,.105,.060,mat,.006)
 # Diamond lead cames, clipped to each rectangular aperture.
 for direction in [-1,1]:
  for k in range(-12,13):
   b=k*.235
   pts=[]
   for xx in [-w/2+.04,w/2-.04]:
    zz=direction*xx+b
    if .03<=zz<=h-.03:pts.append((xx,zz))
   for zz in [.03,h-.03]:
    xx=(zz-b)/direction
    if -w/2+.04<xx<w/2-.04:pts.append((xx,zz))
   if len(pts)>=2:beam(mp(u+pts[0][0],-.20,z+pts[0][1]),mp(u+pts[1][0],-.20,z+pts[1][1]),.012,.012,6)
 if shutters:
  for ss in [-1,1]:
   su=u+ss*(w*.75+.21)
   for k in range(3):lbox(mp,su+(k-1)*w/6,.09,z+h/2,w/6-.012,.09,h,1,.007,tint=(1,.90,.74))
   for zz in [z+.22,z+h-.22]:lbox(mp,su,.15,zz,w/2,.055,.08,1,.008);lbox(mp,su,.185,zz,w*.38,.025,.025,6,.003)
 if rich:
  lbox(mp,u,.10,z-.39,w+.23,.17,.33,1,.016)
  for k in [-1,0,1]:
   cu=u+k*w*.28;r=.13
   tube([mp(cu+r*math.sin(t*math.tau/12),.21,z-.39+r*math.cos(t*math.tau/12)) for t in range(13)],.018,1,5,tint=(1,.9,.76))
   lbeam(mp,cu-r,z-.52,cu+r,z-.26,.205,.025,.035)

def door(mp,u,w=1.20,h=2.35,base=.12,studded=False):
 for k in range(max(6,round(w/.17))):
  n=max(6,round(w/.17));lbox(mp,u-w/2+(k+.5)*w/n,-.20,base+h/2,w/n-.008,.10,h,1,.008,tint=(1,.91,.78))
 for ss in [-1,1]:lbox(mp,u+ss*(w/2+.09),.01,base+h/2,.18,.25,h+.16,0 if HOUSE in [1,3,4] else 1,.02)
 lbox(mp,u,.015,base+h+.10,w+.42,.28,.19,0 if HOUSE in [1,3,4] else 1,.022)
 for zz in [base+.35,base+h-.38]:
  lbox(mp,u,-.125,zz,w*.88,.04,.055,6,.007)
  if studded:
   for x in range(7):cyl(mp(u-w*.39+x*w*.13,-.10,zz),mp(u-w*.39+x*w*.13,-.075,zz),.022,6,6)
 if studded:
  for x in [-.36,0,.36]:
   for zz in [.65,1.03,1.42,1.83]:cyl(mp(u+x*w,-.125,base+zz),mp(u+x*w,-.095,base+zz),.021,6,6)
 tube([mp(u+w*.28+.065*math.sin(t*math.tau/12),-.06,base+1.05+.085*math.cos(t*math.tau/12)) for t in range(13)],.019,6,6)
 for k in range(2):lbox(mp,u,.24+k*.22,.055+(1-k)*.065,w+.42+k*.18,.50+k*.30,.11+(1-k)*.13,0,.025)

def arch(mp,u,w,spring,base=.14,pointed=False,shop=False):
 r=w/2;rise=r*(1.30 if pointed else 1)
 # Contour of a rounded or Gothic arch. Independent voussoirs share exact endpoints.
 def top(x):
  t=abs(x)/r
  return spring+rise*((1-t)**.68 if pointed else math.sqrt(max(0,1-t*t)))
 samples=24
 for ss in [-1,1]:
  for j in range(max(3,round((spring-base)/.38))):
   n=max(3,round((spring-base)/.38));lbox(mp,u+ss*(r+.15),.025,base+(j+.5)*(spring-base)/n,.30,.34,(spring-base)/n-.013,0,.02)
 for j in range(samples):
  a=-r+2*r*j/samples;b=-r+2*r*(j+1)/samples;za=top(a);zb=top(b)
  # ring rises vertically at crown; near the spring it broadens horizontally.
  oa=a*(1+.27/r);ob=b*(1+.27/r)
  profile([(u+a,za),(u+b,zb),(u+ob,zb+.27),(u+oa,za+.27)],(-.15,.19),mp,0)
 # Fill the spandrels between rectangular wall cut and arch in matching masonry.
 for j in range(samples):
  a=-r+2*r*j/samples;b=-r+2*r*(j+1)/samples
  profile([(u+a,top(a)),(u+b,top(b)),(u+b,spring+rise+.02),(u+a,spring+rise+.02)],(-.18,-.005),mp,0)
 if not shop:
  n=round(w/.17)
  for j in range(n):
   a=-r+w*j/n+.005;b=-r+w*(j+1)/n-.005
   profile([(u+a,base),(u+b,base),(u+b,top(b)-.03),(u+a,top(a)-.03)],(-.26,-.16),mp,1,(1,.9,.77))
  for zz in [base+.38,spring-.25]:
   lbox(mp,u,-.105,zz,w*.93,.045,.065,6,.008)
   for j in range(9):cyl(mp(u-w*.43+j*w*.1075,-.078,zz),mp(u-w*.43+j*w*.1075,-.052,zz),.021,6,6)
  for ss in [-1,1]:tube([mp(u+ss*.18+.064*math.sin(t*math.tau/12),-.085,1.05+.09*math.cos(t*math.tau/12)) for t in range(13)],.018,6,6)
 else:
  for j in range(round(w/.20)):lbox(mp,u-w/2+(j+.5)*w/round(w/.20),-.24,.66,w/round(w/.20)-.008,.10,.92,1,.01)
  lbox(mp,u,.14,.98,w+.20,.55,.16,0,.02)
 return spring+rise

def corbel(mp,u,z,projection=.30,stone=False):
 # Carved concave console: top bears the jetty, lower heel keys into the wall.
 poly=[(0,z-.61),(.12,z-.61),(.15,z-.44),(.22,z-.32),(projection+.10,z-.20),(projection+.13,z-.055),(0,z-.055)]
 # Extrude sideways, using local depth as profile horizontal coordinate.
 profile(poly,(-.115,.115),lambda d,side,zz:mp(u+side,d,zz),0 if stone else 1)
 for zz,depth in [(z-.14,projection+.06),(z-.25,.21)]:lbox(mp,u,depth/2,zz,.27,depth,.065,0 if stone else 1,.01)

def framing(mp,width,z0,z1,bays,rich=False):
 for z,h in [(z0+.08,.22),(z0+.29,.075),(z1-.10,.20)]:lbox(mp,0,.055,z,width-.03,.24,h,1,.018)
 xs=[-width/2+.14+i*(width-.28)/bays for i in range(bays+1)]
 for i,x in enumerate(xs):lbeam(mp,x,z0+.18,x+(.025*math.sin(i*7+HOUSE) if i not in [0,bays] else 0),z1-.16,.055,.19,.20)
 for i in range(bays):
  a,b=xs[i]+.09,xs[i+1]-.09
  if i%2==0:lbeam(mp,a,z0+.35,a+(b-a)*.35,z0+1.15,.062,.135,.15)
  else:lbeam(mp,b,z0+.35,b-(b-a)*.35,z0+1.15,.062,.135,.15)
  if rich:
   for s in [-1,1]:lbeam(mp,(a+b)/2,z0+.32,(a+b)/2+s*(b-a)*.28,z0+.62,.083,.07,.085)
 for x in xs:corbel(mp,x,z0,.24)
 return [(a+b)/2 for a,b in zip(xs,xs[1:])]

def quoins(height):
 for sx in [-1,1]:
  for yy in [0,D]:
   for i in range(math.ceil(height/.43)):
    h=min(.416,height-i*.43)
    if h<=0:continue
    a,b=(.46,.25) if i%2 else (.28,.49)
    box((sx*(W/2-a/2),yy+(b/2 if yy==0 else -b/2),i*.43+h/2),(a,b,h),0,.022)

def foundation():
 box((0,D/2,-.69),(W,D,1.62),0,.018)
 # Low plinth course, exact width; soil-contact aging continues below grade.
 for yy in [0,D]:
  for i in range(math.ceil(W/.67)):
   n=math.ceil(W/.67);box((-W/2+(i+.5)*W/n,yy+(.09 if yy==0 else -.09),.13),(W/n-.008,.18,.26),0,.019)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
hook: PreToolUse
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hook: PreToolUse Completed
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hook: PreToolUse Completed
exec
/bin/bash -lc "scp build_kit.py gex44:/root/fal-author/medieval-hero-houses-v1/build_kit.py
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/build_kit.py -- --preflight' > preflight.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
codex
The shared builder now has recessed openings, clipped diamond leadwork, arch stones, carved corbels, and full-depth foundations. The material preflight is running on gex44. Next I’m adding overlapping roof courses with sag and uneven edges, then I’ll render the merchant house for inspection.

 exited 1 in 19408ms:
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'
# Roofs use individual clipped plates, not tiled boxes. Slightly concave courses
# follow a settled ridge; every dormer removes the underlying roof region.
def roof_plate(vs,m,tint):
 # Four sided plate, closed solid, 12 triangles; subtly bent upper face.
 lower=[Vector(p)-Vector((0,0,.033)) for p in vs];add(lower+list(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)],m,tint)
def roof(gable,eave,rise,frontjet=0,mat=3,dormers=None,worn=False):
 # Canonical roof: u along ridge, v across slope; transform for street orientation.
 dormers=dormers or []
 span=(W if gable else D+frontjet)/2+.18;length=(D+frontjet if gable else W)+.28
 center=(D-frontjet)/2
 def mp(u,v,z):return (v,center+u,z) if gable else (u,center+v,z)
 def sag(u):return -.12*math.cos(math.pi*u/length)**2
 def zz(u,v):return eave+rise*(1-abs(v)/span)+sag(u)+.032*math.sin(u*1.9+HOUSE)*(abs(v)/span)**3
 # Dormer definition: ridge position u; slope sign s; one or two small gabled lucarnes.
 dw=1.32;df=span*.70;dh=1.65;de=eave+rise*(1-df/span)+1.14;dr=.82
 def hole(u,v,z):
  for du,ss in dormers:
   side=abs(u-du)
   if side<dw/2+.07 and ss*v<df+.12 and ss*v>0:
    dz=de+dr*(1-side/(dw/2+.10))
    if zz(u,v)<dz-.045:return True
  return False
 step=.255 if mat==3 else .285;tw=.37 if mat==3 else .40
 slen=math.hypot(span,rise);rows=math.ceil(slen/step)
 for s in [-1,1]:
  for j in range(rows):
   t=j/rows;v=s*span*(1-t);vnext=s*span*(1-(j+1)/rows)
   # Roof boarding strips behind plates, clipped around dormer openings.
   n=math.ceil(length/tw)
   cuts=[-length/2]+[-length/2+(i+(j%2)*.5)*tw for i in range(1,n+1) if -length/2+(i+(j%2)*.5)*tw<length/2]+[length/2]
   for a,b in zip(cuts,cuts[1:]):
    u=(a+b)/2;vc=(v+vnext)/2
    if hole(u,vc,zz(u,vc)):continue
    va=v;vb=vnext-s*.052
    tintv=random.uniform(.77,1.0);tint=(tintv,tintv*random.uniform(.95,1),tintv*random.uniform(.91,1))
    # Local moss follows low courses and leeward damp strips.
    moss=max(0,noise(Vector((u*.73,vc*.6,HOUSE+3)))-.04)*(.8 if j<rows*.65 else .38)
    tint=(tint[0]*(1-.40*moss),tint[1],tint[2]*(1-.64*moss))
    missing=worn and s==-1 and ((j==7 and 2<a<2.6) or (j==12 and -2.5<a<-1.9))
    if missing:
     for k in range(2):beam(mp(a,va,zz(a,va)-.10-k*.03),mp(b,va,zz(b,va)-.10-k*.03),.045,.06,1)
     continue
    lift=random.uniform(-.009,.009)
    coords=[(a+.005,va),(b-.005,va),(b-.005,vb),(a+.005,vb)]
    vs=[Vector(mp(uu,vv,zz(uu,vv)+.045+lift-(.012 if k>=2 else 0))) for k,(uu,vv) in enumerate(coords)]
    roof_plate(vs,mat,tint)
  # Eave fascia, slightly irregular segmented run, and each exposed rafter tail.
  for j in range(math.ceil(length/.70)):
   a=-length/2+j*length/math.ceil(length/.70);b=-length/2+(j+1)*length/math.ceil(length/.70)
   beam(mp(a,s*span,zz(a,s*span)-.055),mp(b,s*span,zz(b,s*span)-.055),.13,.15,1)
   beam(mp((a+b)/2,s*(span-.30),zz((a+b)/2,s*(span-.30))-.12),mp((a+b)/2,s*(span+.025),zz((a+b)/2,s*span)-.12),.085,.12,1)
 # Curved ridge caps with crown profile and closed underside, visible joints.
 for j in range(math.ceil(length/.32)):
  a=-length/2+j*length/math.ceil(length/.32);b=-length/2+(j+1)*length/math.ceil(length/.32)-.008
  verts=[]
  for u in [a,b]:
   for i in range(7):
    th=math.pi*i/6;verts.append(mp(u,.16*math.cos(th),eave+rise+sag(u)+.07+.13*math.sin(th)))
  faces=[tuple(range(6,-1,-1)),tuple(range(7,14))]+[(i,i+1,i+8,i+7) for i in range(6)]+[(0,7,13,6)]
  add(verts,faces,mat,(.8,.81,.79))
 for u in [-length/2,length/2]:
  for s in [-1,1]:beam(mp(u,s*span,zz(u,s*span)-.005),mp(u,0,zz(u,0)+.08),.12,.16,1)
 # Gables close roof ends. Merchant uses rich front infill, others plain party walls.
 for end in [-1,1]:
  u=end*(length/2-.14)
  if gable:
   jm=frontjet if end==-1 else 0
   gm=(lambda v,d,z:(v,-jm-d,z)) if end==-1 else (lambda v,d,z:(-v,D+d,z))
   width=W
  else:
   gm=lambda v,d,z,end=end:(end*(W/2+d),center+end*v,z)
   width=D+frontjet
  wall(gm,width,eave,eave+rise-.04,[],5 if HOUSE==4 else 2,.34,exact=not gable,gable=1)
  lbeam(gm,-width/2+.1,eave+.05,0,eave+rise-.10,.025,.16,.19)
  lbeam(gm,0,eave+rise-.10,width/2-.1,eave+.05,.025,.16,.19)
  lbeam(gm,0,eave,0,eave+rise-.10,.02,.18,.20)
  if gable and end==-1:
   for x in [-width*.26,width*.26]:lbeam(gm,x,eave,x,eave+rise*(1-abs(x)/(width/2))-.12,.02,.15,.18)
   if HOUSE==1:
    # Gothic ogee-like braces assembled as continuous sweeps.
    for ss in [-1,1]:
     points=[gm(ss*(width*.43)*(1-t)**.70,.14,eave+.25+(rise-.42)*t) for t in [i/16 for i in range(17)]]
     tube(points,.075,1,6)
     for k in range(3):lbeam(gm,ss*(.6+k*.5),eave+rise-1.15-k*.60,ss*(1.0+k*.54),eave+rise-1.0-k*.60,.16,.043,.055)
   if HOUSE in [1,4,6]:window(gm,0,eave+.48,.70,1.03,stone=HOUSE==4)
 for du,s in dormers:
  # Front normal is outward along v. Dormer cheek wedges terminate in main roof.
  dm=lambda x,d,z,du=du,s=s:mp(du+x,s*(df+d),z)
  for side in [-1,1]:
   u=du+side*dw/2;vback=s*max(.15,span*(1-(de-eave)/rise))
   vs=[mp(u-.055,s*df,zz(u,s*df)-.02),mp(u+.055,s*df,zz(u,s*df)-.02),mp(u-.055,s*df,de),mp(u+.055,s*df,de),mp(u-.055,vback,de),mp(u+.055,vback,de)]
   add(vs,[(0,1,3,2),(2,3,5,4),(0,4,5,1),(0,2,4),(1,5,3)],2)
  bottom=de-1.45
  for side in [-1,1]:lbox(dm,side*.60,0,bottom+.71,.18,.20,1.43,1,.016)
  lbox(dm,0,.02,de-.03,1.42,.26,.18,1,.017)
  profile([(-.70,de),(.70,de),(0,de+dr)],(-.12,.05),dm,2)
  window(dm,0,bottom+.12,.84,1.15)
  for side in [-1,1]:lbeam(dm,side*.79,de-.03,0,de+dr+.04,.10,.095,.14)
  # Dormer roof slopes intersect and end at the main roof, including decking.
  for side in [-1,1]:
   for row in range(5):
    xa=side*.79*(1-row/5);xb=side*.79*(1-(row+1)/5)
    for j in range(math.ceil(df/.30)):
     va=df+.16-j*.30;vb=max(0,va-.31)
     z0=de+dr*(1-abs(xa)/.79);z1=de+dr*(1-abs(xb)/.79)
     if (z0+z1)/2<zz(du+(xa+xb)/2,s*(va+vb)/2):continue
     vs=[Vector(mp(du+xa,s*va,z0+.06)),Vector(mp(du+xa,s*vb,z0+.06)),Vector(mp(du+xb,s*vb,z1+.04)),Vector(mp(du+xb,s*va,z1+.04))]
     roof_plate(vs,mat,(.87,.88,.84))
  beam(dm(0,.18,de+dr+.06),mp(du,s*max(0,span*(1-(de+dr-eave)/rise)),de+dr+.06),.10,.12,mat)
 return eave+rise

def chimney(x,y,z,stone=False,tall=2.0):
 m=0 if stone else 8;w=.66;d=.80
 box((x,y,z+tall/2),(w,d,tall),m,.016,tint=(.8,.84,.77))
 # Foot and apron sit across roof slope rather than perched on a tile.
 box((x,y,z+.08),(.84,.98,.16),6,.016)
 for k in range(math.ceil(tall/.24)):
  zz=z+k*.24
  for sy in [-1,1]:
   for j in range(2):box((x+(j-.5)*.33,y+sy*.40,zz+.11),(.315,.04,.216),m,.012,tint=(random.uniform(.75,1),.86,.78))
 for dz,wid in [(tall-.12,.84),(tall,.94)]:box((x,y,z+dz),(wid,1.06,.13),m,.019,tint=(.62,.69,.58))
 for xx in [-.18,.18]:
  n=12;vs=[]
  for zz,r in [(z+tall+.065,.12),(z+tall+.43,.108),(z+tall+.43,.078),(z+tall+.07,.08)]:vs.extend([(x+xx+r*math.cos(i*math.tau/n),y+r*math.sin(i*math.tau/n),zz) for i in range(n)])
  fs=[(j*n+i,j*n+(i+1)%n,(j+1)*n+(i+1)%n,(j+1)*n+i) for j in range(3) for i in range(n)]+[tuple(range(3*n,4*n))];add(vs,fs,3,(.61,.64,.58))

def finial(mp,z):
 for zz,r0,r1,h in [(z,.13,.095,.27),(z+.27,.095,.17,.14),(z+.41,.17,.05,.33),(z+.74,.07,0,.44)]:cyl(mp(0,0,zz),mp(0,0,zz+h),r0,1,8,r1)

def rear(storeys,stone=False):
 mp=back_at();height=3+(storeys-1)*2.6
 holes=[(-.62,.62,.14,2.40)]
 for floor in range(storeys):
  z=1.0 if floor==0 else 3+(floor-1)*2.6+.75
  for u in [-W*.27,W*.27]:holes.append((u-.45,u+.45,z,z+1.20))
 wall(mp,W,.12,height,holes,5 if stone else 2,.30 if stone else .45)
 door(mp,0,1.24,2.26)
 for a,b,c,d in holes[1:]:window(mp,(a+b)/2,c,b-a,d-c,stone,shutters=not stone)
 if not stone:
  for floor in range(1,storeys):
   z=3+(floor-1)*2.6
   for u in [-W/2+.12,0,W/2-.12]:lbeam(mp,u,z,u,z+2.6,.02,.17,.17)
   lbox(mp,0,.02,z,W,.19,.19,1)
   for s in [-1,1]:lbeam(mp,s*.20,z+.20,s*(W/2-.24),z+2.35,.02,.14,.17)

def parties(storeys,stone=False):
 height=3+(storeys-1)*2.6
 for s in [-1,1]:
  mp=side_at(s)
  wall(mp,D,.12,height,[],5 if stone else 2,.31 if stone else .40,exact=True,tint=(.84,.86,.80))
  # A few exposed patches set just inside the exact party-wall outer plane.
  if not stone:
   for k in range(5):
    u=(-D/2+.6+k*1.72);z=.2+(k%3)*1.15
    for j in range(3):
     ln=.62-j*.13
     lbox(mp,u+.07*j,-.032,z+j*.19,ln,.06,.16,5,.016,tint=(.8,.84,.77))

ROOTS=[];META={};EXPORT_OBS=[]
NAMES={1:'House_merchant',2:'House_shop',3:'House_tavern',4:'House_tower',5:'House_joiner',6:'House_bakery'}
SIZES={1:(8,10,4),2:(6,9,3),3:(10,10,3),4:(5,8,4),5:(7,9,2),6:(6,9,2)}
def begin_house(num):
 global G,HOUSE,W,D,EAVE
 HOUSE=num;W,D,storeys=SIZES[num];EAVE=3+2.6*(storeys-1);random.seed(8106+num)
 G={i:Mesh(NAMES[num]+'_'+c[0],i) for i,c in enumerate(CONFIG)};foundation()
 return storeys

def merchant():
 begin_house(1);mp=front_at()
 # Ground-floor stone portal and wide arched trading window.
 holes=[(-3.25,-1.75,.14,2.77),(-.55,3.25,.15,2.77)]
 wall(mp,W,.12,3,holes,0,.34)
 arch(mp,-2.5,1.5,1.78,pointed=True);arch(mp,1.35,3.8,.87,shop=True)
 for k in range(3):lbox(mp,-2.5,.23+k*.22,.07+(2-k)*.07,1.87+k*.10,.48+k*.29,.14+(2-k)*.14,0,.025)
 for floor in range(3):
  z=3+floor*2.6;j=(floor+1)*.20;fm=front_at(j)
  xs=[-2.51,0,2.51];holes=[(x-.66,x+.66,z+.85,z+2.19) for x in xs]
  wall(fm,W,z,z+2.6,holes,2,.36)
  framing(fm,W,z,z+2.6,3,True)
  for x in xs:window(fm,x,z+.85,1.32,1.34,rich=True)
  for x in [-3.84,-1.31,1.31,3.84]:corbel(front_at(j-.20),x,z,.36)
  # Slender upper frieze and pegged joints.
  for x in [-3.82,-1.30,1.30,3.82]:
   for zz in [z+.36,z+2.32]:cyl(fm(x,.168,zz),fm(x,.185,zz),.030,1,8,tint=(.55,.53,.48))
 parties(4);rear(4);quoins(3)
 ridge=roof(True,EAVE,4.45,.60,4,[(-2.3,1),(2.4,1)])
 finial(front_at(.70),ridge+.06)
 # Rich chamfered stone imposts and decorative capitals at ground piers.
 for x in [-3.80,-1.17,3.80]:
  for z,w,h in [(2.62,.43,.12),(2.80,.55,.10),(2.91,.64,.12)]:lbox(mp,x,.10,z,w,.43,h,0,.018)
 return -2.5

def shop():
 begin_house(2);mp=front_at();holes=[(-2.65,-1.55,.13,2.45),(-1.15,2.62,.73,2.48)]
 wall(mp,W,.13,3,holes,2,.36);door(mp,-2.10,1.10,2.32)
 for x in [-2.87,-1.36,2.87]:lbeam(mp,x,.13,x,2.88,.06,.22,.28)
 lbox(mp,0,.06,2.86,W,.28,.27,1)
 # Open shop: lowered plank shutter, upper shutter lifted under the beam.
 for j in range(14):lbox(mp,-1.12+(j+.5)*3.72/14,.66,.89,3.72/14-.008,1.28,.10,1,.009,tint=(1,.94,.80))
 for x in [-.85,2.30]:beam(mp(x,.05,.36),mp(x,1.22,.84),.085,.09,1)
 for j in range(14):
  box(mp(-1.12+(j+.5)*3.72/14,.43,2.50),(3.72/14-.008,1.0,.09),1,.008,Matrix.Rotation(math.radians(-12),3,'X'))
 for x in [-.9,2.35]:beam(mp(x,.05,1.88),mp(x,.86,2.38),.035,.035,6)
 for zz in [1.08,1.54]:lbox(mp,.73,-.32,zz,3.45,.18,.08,1,.008)
 for j in range(8):cyl(mp(-.7+j*.4,-.22,.99),mp(-.7+j*.4,-.22,1.12),.09,3,10,r2=.055,tint=(.9,.82,.65))
 for floor in range(2):
  z=3+floor*2.6;fm=front_at((floor+1)*.19);xs=[-.72,.78];holes=[(x-.39,x+.39,z+.8,z+2.1) for x in xs]
  wall(fm,W,z,z+2.6,holes,2,.35);framing(fm,W,z,z+2.6,4)
  for x in xs:window(fm,x,z+.8,.78,1.30)
  for s in [-1,1]:
   lbeam(fm,s*2.73,z+.25,s*1.64,z+2.32,.075,.16,.18)
   lbeam(fm,s*1.64,z+.25,s*2.73,z+2.32,.079,.16,.18)
 parties(3);rear(3);quoins(3)
 roof(False,EAVE,3.55,.38,3,[(0,-1)])
 chimney(1.86,D/2+.25,EAVE+2.91,False,1.75)
 return -2.10

def tavern():
 begin_house(3);mp=front_at();holes=[(-4.45,-1.15,.13,2.78),(-.55,.65,.14,2.48),(2.0,3.78,1.15,2.43)]
 wall(mp,W,.12,3,holes,5,.25);arch(mp,-2.80,3.30,1.10);door(mp,.05,1.20,2.34,studded=True);window(mp,2.89,1.15,1.78,1.28,True)
 for floor in range(2):
  z=3+2.6*floor;fm=front_at(.18*(floor+1));xs=[-3.75,-1.25,1.25,3.75];holes=[(x-.62,x+.62,z+.87,z+2.19) for x in xs]
  wall(fm,W,z,z+2.6,holes,2,.38);framing(fm,W,z,z+2.6,4)
  for x in xs:window(fm,x,z+.87,1.24,1.32)
  for i in range(4):
   a=-4.84+i*2.5;b=a+2.25
   if i%2:lbeam(fm,a,z+.32,b,z+2.3,.069,.145,.17)
   else:lbeam(fm,b,z+.32,a,z+2.3,.069,.145,.17)
 parties(3);rear(3);quoins(3);roof(False,EAVE,3.10,.36,3)
 chimney(3.62,D/2+.45,EAVE+2.50,False,2.05)
 # Bench carries through to the wall, with paired trestles and worn edges.
 for j in range(3):lbox(mp,2.55,.60+j*.16,.54,3.05,.15,.10,1,.012)
 for x in [1.35,3.75]:
  for d in [.55,.96]:lbeam(mp,x,.07,x,.50,d,.12,.14)
  lbox(mp,x,.73,.21,.14,.55,.12,1)
 for zz in [.85,1.06]:lbox(mp,2.55,.19,zz,3.1,.11,.16,1)
 for x in [1.34,3.76]:lbeam(mp,x,.13,x,1.14,.20,.09,.12)
 sign_and_lantern(mp)
 for x,y in [(4.37,.62),(4.37,1.23)]:barrel(mp,x,y,.10,.32,.82)
 return .05

def barrel(mp,u,d,z,r=.32,h=.80):
 n=14;vs=[]
 for zz,rr in [(z,r*.85),(z+.15*h,r*.95),(z+.5*h,r),(z+.85*h,r*.95),(z+h,r*.85)]:vs.extend([mp(u+rr*math.cos(i*math.tau/n),d+rr*math.sin(i*math.tau/n),zz) for i in range(n)])
 fs=[tuple(range(n-1,-1,-1)),tuple(range(4*n,5*n))]+[(j*n+i,j*n+(i+1)%n,(j+1)*n+(i+1)%n,(j+1)*n+i) for j in range(4) for i in range(n)];add(vs,fs,1,(.9,.84,.68))
 for f,rr in [(.15,r*.96),(.80,r*.98)]:tube([mp(u+rr*math.cos(i*math.tau/n),d+rr*math.sin(i*math.tau/n),z+f*h) for i in range(n+1)],.026,6,6)

def sign_and_lantern(mp):
 # Large forged bracket extends normal to street, with scrolls in the d/z plane.
 u=1.65
 for a,b in [((.08,3.28),(.08,5.15)),((.06,4.93),(1.68,4.93)),((.06,3.68),(1.60,4.93))]:beam(mp(u,a[0],a[1]),mp(u,b[0],b[1]),.075,.075,6)
 for dc,zc,rr in [(.60,4.57,.26),(1.12,4.72,.18),(.24,4.04,.19)]:tube([mp(u,dc+rr*(1-i/40)*math.cos(i*math.pi/14),zc+rr*(1-i/40)*math.sin(i*math.pi/14)) for i in range(31)],.022,6,6)
 for dd in [.77,1.48]:cyl(mp(u,dd,4.92),mp(u,dd,4.43),.020,6,6)
 # Shield lies in side plane, with colored crown/thistle pictogram, no words.
 sm=lambda x,d,z:mp(u+d,1.13+x,z)
 profile([(-.52,4.43),(.52,4.43),(.48,3.48),(0,3.22),(-.48,3.48)],(-.055,.055),sm,1)
 profile([(-.45,4.36),(.45,4.36),(.41,3.52),(0,3.30),(-.41,3.52)],(.06,.07),sm,2,(.30,.25,.12))
 # Painted emblems made from shallow colored geometry using shared plaster shelf.
 for side in [-1,1]:
  dd=side*.074
  profile([(-.29,4.12),(-.33,4.30),(-.15,4.22),(0,4.36),(.15,4.22),(.33,4.30),(.29,4.12)],(dd,dd+side*.005),sm,2,(1,.76,.24))
  tube([sm(.22*math.sin(i*math.tau/16),dd,3.73+.25*math.cos(i*math.tau/16)) for i in range(17)],.065,2,6,(.22,.42,.11))
 # Lantern at the main entrance, visible attached hook and cage.
 u=.98;cyl(mp(u,.02,2.62),mp(u,.39,2.62),.025,6,8)
 tube([mp(u,.39+.09*math.sin(i*math.pi/12),2.54+.09*math.cos(i*math.pi/12)) for i in range(13)],.018,6)
 lbox(mp,u,.39,2.23,.23,.22,.38,7,.007,tint=(1,.75,.32))
 for ss in [-1,1]:
  for dd in [.28,.50]:beam(mp(u+ss*.12,dd,2.04),mp(u+ss*.12,dd,2.44),.020,.02,6)
 for zz in [2.03,2.44]:lbox(mp,u,.39,zz,.29,.28,.045,6,.008)
 cyl(mp(u,.39,2.45),mp(u,.39,2.57),.20,6,4,r2=.055)
PY
python3 -m py_compile build_kit.py
tail -8 preflight.log" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
                              ~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^
KeyError: 'bpy_prop_collection[key]: key "Iridescence Factor" not found'
Location: /root/fal-author/medieval-hero-houses-v1/build_kit.py:122


Error: script failed, file: '/root/fal-author/medieval-hero-houses-v1/build_kit.py', exiting.

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 "tail -70 preflight.log
ssh gex44 'ls /root/fal-author/breton-stone-house-v2 2>/dev/null | head; /root/blender-spike/blender-5.2.0-linux-x64/blender --version | head -2'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 872ms:
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/pbrMetallicRoughness.py", line 162, in pbr_metallic_roughness
    iridescence_factor_socket=mh.settings_node.inputs['Iridescence Factor'] if mh.settings_node else None,
                              ~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^
KeyError: 'bpy_prop_collection[key]: key "Iridescence Factor" not found'
Traceback (most recent call last):
  File "/root/fal-author/medieval-hero-houses-v1/build_kit.py", line 122, in <module>
    bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'));print('PREFLIGHT_OK',flush=True);sys.exit(0)
    ~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Error: Python: Traceback (most recent call last):
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2073, in execute
    return self.import_gltf2(context)
           ~~~~~~~~~~~~~~~~~^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2105, in import_gltf2
    return self.unit_import(self.filepath, import_settings)
           ~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2120, in unit_import
    BlenderGlTF.create(gltf_importer)
    ~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 41, in create
    BlenderGlTF._create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_glt... truncatedRuntimeError: Error: Python: Traceback (most recent call last):
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2073, in execute
    return self.import_gltf2(context)
           ~~~~~~~~~~~~~~~~~^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2105, in import_gltf2
    return self.unit_import(self.filepath, import_settings)
           ~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2120, in unit_import
    BlenderGlTF.create(gltf_importer)
    ~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 41, in create
    BlenderGlTF._create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 48, in _create
    BlenderScene.create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/scene.py", line 39, in create
    BlenderNode.create_vnode(gltf, 'root')
    ~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 47, in create_vnode
    BlenderNode.create_vnode(gltf, child)
    ~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 33, in create_vnode
    obj = BlenderNode.create_object(gltf, vnode_id)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 54, in create_object
    obj = BlenderNode.create_mesh_object(gltf, vnode)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 314, in create_mesh_object
    mesh = BlenderMesh.create(gltf, pynode.mesh, pynode.skin)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 26, in create
    return create_mesh(gltf, mesh_idx, skin_idx)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 52, in create_mesh
    do_primitives(gltf, mesh_idx, skin_idx, mesh, tmp_ob)
    ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 540, in do_primitives
    BlenderMaterial.create(gltf, prim.material, vertex_color)
    ~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/material.py", line 68, in create
    pbr_metallic_roughness(mh)
    ~~~~~~~~~~~~~~~~~~~~~~^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/pbrMetallicRoughness.py", line 162, in pbr_metallic_roughness
    iridescence_factor_socket=mh.settings_node.inputs['Iridescence Factor'] if mh.settings_node else None,
                              ~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^
KeyError: 'bpy_prop_collection[key]: key "Iridescence Factor" not found'
Location: /root/fal-author/medieval-hero-houses-v1/build_kit.py:122


Error: script failed, file: '/root/fal-author/medieval-hero-houses-v1/build_kit.py', exiting.

Blender quit
INFO gpu_gate: gpu slot acquired by blender (pid 278463, 6000 MiB, batch)
Blender 5.2.0 LTS
	build date: 2026-07-14

hook: PreToolUse
hook: PreToolUse 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 "python3 - <<'PY'
p='build_kit.py'
s=open(p).read().replace(\"bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'));print\", \"bpy.data.node_groups['glTF Material Output'].name='Bake AO settings';bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'));print\")
open(p,'w').write(s)
PY
cat >> build_kit.py <<'PY'

def joiner():
 begin_house(5);mp=front_at();holes=[(-2.98,.35,.14,2.63),(1.04,2.74,.14,2.63)]
 wall(mp,W,.12,3,holes,2,.36)
 # Posts mortised into stone shoes support workshop lintel.
 for x in [-3.32,.64,3.30]:
  lbox(mp,x,.015,.23,.32,.34,.46,0,.018);lbeam(mp,x,.46,x,2.88,.025,.21,.28)
 lbox(mp,0,.035,2.81,W,.32,.32,1,.022)
 # Upward-hinged plank shutter canopy, supported by iron stays.
 for a,b in [(-2.98,.35),(1.04,2.74)]:
  n=math.ceil((b-a)/.24)
  for j in range(n):box(mp(a+(j+.5)*(b-a)/n,.57,2.64),((b-a)/n-.009,1.15,.10),1,.01,Matrix.Rotation(math.radians(-10),3,'X'),(1,.94,.79))
  for x in [a+.18,b-.18]:beam(mp(x,.03,1.91),mp(x,1.08,2.53),.029,.033,6)
 # Dark room planes already close the apertures at .4m. Interior bench is in front of backing.
 lbox(mp,-1.31,-.16,.95,2.73,.40,.13,1,.018,tint=(1,.91,.70))
 for x in [-2.37,-.25]:lbeam(mp,x,.13,x,.89,-.15,.12,.15)
 for z in [1.53,2.04]:lbox(mp,-1.32,-.31,z,2.58,.12,.10,1,.009)
 for x in [-2.3,-1.75,-1.12,-.52]:
  lbeam(mp,x,1.54,x+.06,1.96,-.22,.045,.06)
  lbox(mp,x+.06,-.20,1.90,.23,.075,.10,0,.008)
 # Leaning stock boards stay within the facade's frontage and project <1.8 m.
 for i in range(5):
  x=2.92+(i%2)*.16
  beam(mp(x,.83+i*.09,.03),mp(x-.15,.18,1.48+i*.13),.13,.055,1,(1,.97,.84))
 for u,w in [(-1.30,3.25),(1.90,1.66)]:
  for k in range(2):lbox(mp,u,.35+k*.33,.055+(1-k)*.08,w+.1,.56+k*.38,.11+(1-k)*.16,0,.024)
 z=3;fm=front_at(.21);xs=[-1.78,1.64];holes=[(x-.53,x+.53,z+.85,z+2.13) for x in xs]
 wall(fm,W,z,z+2.6,holes,2,.36);framing(fm,W,z,z+2.6,4)
 for x in xs:window(fm,x,z+.85,1.06,1.28,shutters=True)
 for ss in [-1,1]:lbeam(fm,ss*3.31,z+.25,ss*2.36,z+2.36,.06,.17,.19)
 parties(2);rear(2);quoins(3);roof(False,EAVE,3.10,.21,3,[(.10,-1)],True)
 return 1.90

def tower():
 begin_house(4);mp=front_at();holes=[(-1.76,-.54,.14,2.52),(.45,1.40,1.03,2.33)]
 for z in [3.75,6.43,9.03]:
  for x in [-1.13,1.13]:holes.append((x-.46,x+.46,z,z+1.33))
 wall(mp,W,.12,EAVE,holes,5,.21);parties(4,True);rear(4,True);quoins(EAVE)
 door(mp,-1.15,1.22,2.38,studded=True);window(mp,.925,1.03,.95,1.30,True)
 for a,b,c,d in holes[2:]:window(mp,(a+b)/2,c,b-a,d-c,True,shutters=True)
 # Second-floor oriel: cantilevered stone box with three mullioned lights.
 # Vertical support consoles curve into the main stone wall.
 om=front_at(.89)
 for x in [-.91,0,.91]:corbel(mp,x,5.99,.83,True)
 lbox(mp,0,.45,6.04,2.52,.95,.20,0,.023)
 lbox(mp,0,.47,6.38,2.30,.89,.52,0,.015)
 for x in [-.80,0,.80]:
  lbox(om,x,.025,6.38,.64,.065,.37,0,.014,tint=(.81,.84,.77))
  tube([om(x+.22*math.sin(t*math.tau/12),.075,6.38+.15*math.cos(t*math.tau/12)) for t in range(13)],.022,0,6)
 lbox(mp,0,.47,6.72,2.50,1.01,.14,0,.024)
 for x in [-.81,0,.81]:window(om,x,6.88,.59,1.54,True)
 for x in [-1.22,1.22]:lbox(mp,x,.47,7.60,.16,.95,1.94,0,.018)
 lbox(mp,0,.49,8.58,2.66,1.10,.18,0,.022)
 # Sloped oriel cap in visible slate courses.
 for j in range(5):
  d=.99-j*.20;z=8.70+j*.13
  for i in range(8):
   x=-1.32+i*.33;roof_plate([Vector(mp(x,d,z)),Vector(mp(x+.324,d,z)),Vector(mp(x+.324,d-.25,z+.15)),Vector(mp(x,d-.25,z+.15))],4,(.85,.90,.85))
 ridge=roof(True,EAVE,3.53,0,4)
 # Tall external chimney keyed into party wall, entirely within exact side plane.
 x=1.96;y=3.85
 box((x,y,7.2),(.72,1.06,13.2),5,.018)
 for k in range(30):box((x+.015,y-.005,.61+k*.43),(.77,1.12,.414),0,.018,tint=(.79,.86,.75))
 chimney(x,y,13.21,True,2.0)
 return -1.15

def bakery():
 begin_house(6);mp=front_at();holes=[(.74,2.51,.83,2.23),(-.35,.60,.14,2.36)]
 wall(mp,W,.12,3,holes,2,.34);door(mp,.125,.95,2.22)
 lbox(mp,1.62,.39,.93,2.02,.90,.13,1,.014)
 for x in [.83,2.42]:beam(mp(x,.025,.38),mp(x,.77,.87),.065,.08,1)
 for i in range(8):box(mp(.77+(i+.5)*1.71/8,.32,2.29),(1.71/8-.007,.68,.065),1,.008,Matrix.Rotation(math.radians(-13),3,'X'))
 # Round bread oven built as semi-circular masonry from facade to 1.65m projection.
 u=-1.71;r=1.04;cy=.47;n=24
 # Revolved volume rear portion intersects facade; front does not exceed 1.8m.
 rings=[(.05,r),(.80,r),(.96,r*1.02),(1.08,r*.97),(1.25,r*.94),(1.58,r*.88),(1.88,r*.69),(2.08,r*.40)]
 for (za,ra),(zb,rb) in zip(rings,rings[1:]):
  vs=[mp(u+rr*math.cos(i*math.tau/n),cy+rr*math.sin(i*math.tau/n),zz) for zz,rr in [(za,ra),(zb,rb)] for i in range(n)]
  fs=[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
  add(vs,fs,5 if za<1.08 else 2,(.80,.80,.66),smooth=True)
 # Oven mouth is dark and inset, with actual arched stone lip.
 ovenmp=lambda x,d,z:mp(u+x,cy+r*.91+d,z)
 arch(ovenmp,0,.74,1.27,base=1.01,shop=True)
 # Overlay black mouth within the stone arch, no opening through the house.
 profile([(-.35,1.01),(.35,1.01),(.35,1.27)]+[(.35*math.cos(t*math.pi/12),1.27+.35*math.sin(t*math.pi/12)) for t in range(1,13)],(-.09,-.08),ovenmp,7,(.05,.045,.04))
 lbox(ovenmp,0,.02,1.01,.94,.37,.10,0,.018)
 # Conical little roof, individual annular wedge tiles in overlapping courses.
 for j in range(8):
  ra=1.16*(1-j/9);rb=1.16*(1-(j+1)/9);za=2.04+j*.135;zb=za+.16;nn=max(9,round(ra*math.tau/.23))
  for i in range(nn):
   a=(i+(j%2)*.5)*math.tau/nn;b=(i+1+(j%2)*.5)*math.tau/nn-.009
   vs=[Vector(mp(u+rr*math.cos(t),cy+rr*math.sin(t),zz)) for rr,zz,t in [(ra,za,a),(ra,za,b),(rb,zb,b),(rb,zb,a)]];roof_plate(vs,3,(.81,.82,.67))
 cyl(mp(u,cy,3.07),mp(u,cy,3.27),.15,0,8,r2=.06)
 z=3;fm=front_at(.16);xs=[-1.62,1.46];holes=[(x-.42,x+.42,z+.82,z+2.12) for x in xs]
 wall(fm,W,z,z+2.6,holes,2,.34);framing(fm,W,z,z+2.6,3)
 for x in xs:window(fm,x,z+.82,.84,1.30)
 for ss in [-1,1]:lbeam(fm,ss*2.83,z+.25,ss*1.92,z+2.36,.06,.15,.18)
 parties(2);rear(2);quoins(3);roof(True,EAVE,3.23,.16,3)
 chimney(-1.96,1.94,EAVE+1.53,False,2.95)
 # Bakers' rounds on hatch shelf, baskets represented with shared oak surface.
 for x in [1.13,1.56,1.98]:cyl(mp(x,.47,1.02),mp(x,.47,1.14),.15,2,12,r2=.12,tint=(.85,.59,.28))
 return .125

def finish_house(num,doorx,slot):
 root=bpy.data.objects.new(NAMES[num],None);bpy.context.collection.objects.link(root);root.location=(14*slot,0,0);root.empty_display_type='PLAIN_AXES'
 obs=[]
 for m,geo in G.items():
  if geo.f:obs.append(geo.finish(root))
 for name,pos in [('Entrance',(doorx,-.8,0)),('Door',(doorx,0,0))]:
  ob=bpy.data.objects.new(name,None);bpy.context.collection.objects.link(ob);ob.parent=root;ob.location=pos;ob['socket_name']=name;obs.append(ob)
 bpy.context.view_layer.update()
 pts=[Vector(v.co) for o in obs if o.type=='MESH' for v in o.data.vertices]
 def yup(p):return (p.x,p.z,-p.y)
 ps=[yup(p) for p in pts];tris=sum(len(o.data.polygons) for o in obs if o.type=='MESH')
 META[root.name]={'house':num,'width':W,'depth':D,'storeys':SIZES[num][2], 'triangles':tris,'bounding_box':{'min':[round(min(p[i] for p in ps),5) for i in range(3)],'max':[round(max(p[i] for p in ps),5) for i in range(3)]},'root_translation':[14*slot,0,0], 'Entrance':[doorx,0,.8],'Door':[doorx,0,0]}
 ROOTS.append(root);EXPORT_OBS.extend([root]+obs)
 print('HOUSE_COMPLETE',num,tris,flush=True)

def export_kit():
 bpy.ops.object.select_all(action='DESELECT')
 for o in EXPORT_OBS:o.select_set(True)
 tmp=ROOT/'medieval-hero-houses.candidate.glb'
 bpy.ops.export_scene.gltf(filepath=str(tmp),export_format='GLB',use_selection=True,export_apply=True,export_yup=True,export_image_format='JPEG',export_jpeg_quality=90,export_texcoords=True,export_normals=True,export_vertex_color='ACTIVE',export_materials='EXPORT',export_cameras=False,export_lights=False)
 # glTF node names need not be globally unique. Blender does: normalize socket names in JSON chunk.
 import struct
 data=tmp.read_bytes();jlen,jtyp=struct.unpack_from('<II',data,12);doc=json.loads(data[20:20+jlen]);tail=data[20+jlen:]
 for nd in doc['nodes']:
  if nd.get('name','').split('.')[0] in ['Entrance','Door']:nd['name']=nd['name'].split('.')[0]
 jb=json.dumps(doc,separators=(',',':')).encode();jb+=b' '*((-len(jb))%4);out=struct.pack('<4sII',b'glTF',2,20+len(jb)+len(tail))+struct.pack('<II',len(jb),0x4e4f534a)+jb+tail
 tmp.write_bytes(out);tmp.replace(ROOT/'medieval-hero-houses.glb')
 (ROOT/'nodes.json').write_text(json.dumps(META,indent=2))
 print('EXPORTED',len(ROOTS),'houses',sum(d['triangles'] for d in META.values()),'triangles',len(out),'bytes',flush=True)
 assert len(out)<=25000000,('GLB too large',len(out))
 assert sum(d['triangles'] for d in META.values())<=350000
 notes=[f'Late-medieval French kit: {len(ROOTS)} houses; exact frontage/depth, metre units, +Y up / +Z front; origins at front-wall centre; 1.5 m foundations.',f'{sum(d[\"triangles\"] for d in META.values()):,} triangles; {len(out):,} GLB bytes; {len(CONFIG)} shared PBR materials; COLOR_0 multiplies baked base colour.', 'Poly Haven CC0 texture ids: '+', '.join(sorted(set(c[1] for c in CONFIG)))+'; https://polyhaven.com/license; sources dl.polyhaven.org, jpg/1k.', 'Cycles shared tileable swatch bakes: base/normal <=1024, packed ORM 512; registered 2 m UVs; periodic patina nodes; spatial vertex grime, moss, beam contact shading and plaster/tile tints.', 'Build: Blender 5.2 -b --python-exit-code 1 --python build_kit.py; -- --count N for incremental order 1,2,3,5,4,6; scans/bakes cached beside script; every completed house exports atomically.', 'Deliverable GLB is reimported for Cycles hero/clay/lineup renders; dark recessed rooms are closed; rear facades authored; structural audit and visual review recorded separately.']
 (ROOT/'NOTES.md').write_text('\\n'.join(notes)+'\\n')

def studio():
 # Reimport delivered glTF: validation images show portable exported materials.
 bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
 if bpy.data.node_groups.get('glTF Material Output'):bpy.data.node_groups['glTF Material Output'].name='Baked AO source settings'
 bpy.ops.import_scene.gltf(filepath=str(ROOT/'medieval-hero-houses.glb'))
 sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
 bpy.ops.object.light_add(type='SUN',location=(0,0,20));sun=bpy.context.object;sun.rotation_euler=(math.radians(25),math.radians(-25),math.radians(-30));sun.data.energy=1.8;sun.data.angle=math.radians(18)
 bpy.ops.object.light_add(type='AREA',location=(-15,-20,24));light=bpy.context.object;light.data.energy=3000;light.data.shape='DISK';light.data.size=16;light.rotation_euler=(Vector((20,3,5))-light.location).to_track_quat('-Z','Y').to_euler()
 bpy.ops.mesh.primitive_plane_add(size=240,location=(30,0,-.025));floor=bpy.context.object;floor.name='STUDIO_GROUND';mat=bpy.data.materials.new('STUDIO_GROUND');mat.diffuse_color=(.30,.325,.33,1);floor.data.materials.append(mat)
 bpy.ops.object.camera_add();cam=bpy.context.object;sc.camera=cam;cam.data.type='ORTHO'
 sc.render.resolution_x=1920;sc.render.resolution_y=1080;sc.render.resolution_percentage=100;sc.cycles.samples=40
 def camera(pos,target,scale):cam.location=pos;cam.rotation_euler=(Vector(target)-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=scale
 def render(name):sc.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True)
 roots=[bpy.data.objects[name] for name in META]
 # Individual hero frames. Root children retain their house-local frame.
 for r in roots:
  for other in roots:
   for o in other.children_recursive:o.hide_render=other"'!=r
  dat=META[r.name];cx=r.location.x;h=dat['"'bounding_box']['max'][1]
  camera((cx+18,-25,h*.72),(cx,D*.32,h*.47),max(h*1.95,23.0));render(f'final_{dat[\"house\"]}.png')
  if '--checks' in sys.argv:
   camera((cx-17,24,h*.64),(cx,4,h*.44),max(h*1.95,23));render(f'rear_{dat[\"house\"]}.png')
 for r in roots:
  for o in r.children_recursive:o.hide_render=False
 # Street render closes the file's placement gaps; root local geometry unchanged.
 x=0
 for r in roots:
  w=META[r.name]['width'];r.location.x=x+w/2;x+=w
 cx=x/2
 camera((cx+15,-57,26),(cx,2,6.9),max(x*1.09,26));render('lineup.png')
 clay=bpy.data.materials.new('STUDIO_CLAY');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.48,.48,.48,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.82
 sc.view_layers[0].material_override=clay;render('clay_lineup.png');sc.view_layers[0].material_override=None
 print('RENDERS_COMPLETE',flush=True)

if __name__=='__main__':
 funcs={1:merchant,2:shop,3:tavern,4:tower,5:joiner,6:bakery}
 for slot,num in enumerate([1,2,3,5,4,6][:COUNT]):
  doorx=funcs[num]();finish_house(num,doorx,slot);export_kit()
 if not NORENDER:studio()
 print('BUILD_COMPLETE',flush=True)
PY
python3 -m py_compile build_kit.py
scp build_kit.py gex44:/root/fal-author/medieval-hero-houses-v1/build_kit.py
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/build_kit.py -- --preflight' > preflight2.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 2776ms:
context compacted
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'tail -12 preflight2.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
INFO MeshOptimizer is available, use library at /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/libbf_intern_meshopt_bridge.so
23:40:35 | INFO: Starting glTF 2.0 export
23:40:35 | INFO: Extracting primitive: Cube.001
23:40:35 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
23:40:35 | INFO: Primitives created: 1
23:40:35 | INFO: Finished glTF 2.0 export in 0.007700681686401367 s

23:40:35 | INFO: Data are loaded, start creating Blender stuff
23:40:35 | INFO: Blender create Mesh node Cube.001
23:40:35 | INFO: glTF import finished in 0.00s
PREFLIGHT_OK
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
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exec
/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/build_kit.py -- --count 1' > merchant.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
hook: PreToolUse
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hook: PreToolUse Completed
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exec
/bin/bash -lc "rg -n 'def |preflight|COUNT|baked|diagonal' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
13:TEX=ROOT/'textures'; BAKES=ROOT/'baked'
15:COUNT=int(sys.argv[sys.argv.index('--count')+1]) if '--count' in sys.argv else 6
16:PREFLIGHT='--preflight' in sys.argv
44:def node(nt,t):return nt.nodes.new(t)
45:def mathn(nt,op,a,b=0):
51:def mix(nt,f,a,b,mode='MIX'):
57:def inode(nt,p,uv=None,nc=False):
63:def material(cfg):
67: if PREFLIGHT:files={k:BAKES/f'preflight_{k}.jpg' for k in files}
120: bpy.ops.export_scene.gltf(filepath=str(ROOT/'preflight.glb'),export_format='GLB',export_vertex_color='ACTIVE')
122: bpy.data.node_groups['glTF Material Output'].name='Bake AO settings';bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'));print('PREFLIGHT_OK',flush=True);sys.exit(0)
126:def weather(p,mat,tint):
144: def __init__(self,name,mat):self.name=name;self.mat=mat;self.v=[];self.f=[];self.uv=[];self.cols=[];self.sm=[]
145: def add(self,vs,fs,tint=(1,1,1),uvfun=None,smooth=False):
152: def finish(self,root):
162:def add(v,f,m,tint=(1,1,1),uv=None,smooth=False):G[m].add(v,f,tint,uv,smooth)
164:def box(c,size,m=1,bev=.015,rot=None,tint=(1,1,1)):
172:def beam(a,b,w=.16,d=None,m=1,tint=(1,1,1)):
174:def cyl(a,b,r,m=6,n=8,r2=None,tint=(1,1,1)):
178:def tube(ps,r,m=6,n=6,tint=(1,1,1)):
180:def profile(poly,depth,mp,m,tint=(1,1,1)):
182:def lbox(mp,u,d,z,w,t,h,m=1,bev=.015,tint=(1,1,1)):
184:def lbeam(mp,u0,z0,u1,z1,d=.055,w=.16,depth=.17,m=1,tint=(1,1,1)):
187:def front_at(j=0):return lambda u,d,z:(u,-j-d,z)
188:def back_at():return lambda u,d,z:(-u,D+d,z)
189:def side_at(s):return lambda u,d,z:(s*(W/2+d),D/2+s*u,z)
193:def relief(u,z):return float(DISP[int(z/2%1*(DH-1)),int(u/2%1*(DW-1))])
194:def intervals(a,b,z,holes):
207:def wall(mp,width,z0,z1,holes,m=2,step=.40,exact=False,gable=0,tint=(1,1,1)):
235:def window(mp,u,z,w=1.12,h=1.46,stone=False,shutters=False,rich=False):
267:def door(mp,u,w=1.20,h=2.35,base=.12,studded=False):
282:def arch(mp,u,w,spring,base=.14,pointed=False,shop=False):
285: def top(x):
315:def corbel(mp,u,z,projection=.30,stone=False):
322:def framing(mp,width,z0,z1,bays,rich=False):
335:def quoins(height):
344:def foundation():
352:def roof_plate(vs,m,tint):
355:def roof(gable,eave,rise,frontjet=0,mat=3,dormers=None,worn=False):
360: def mp(u,v,z):return (v,center+u,z) if gable else (u,center+v,z)
361: def sag(u):return -.12*math.cos(math.pi*u/length)**2
362: def zz(u,v):return eave+rise*(1-abs(v)/span)+sag(u)+.032*math.sin(u*1.9+HOUSE)*(abs(v)/span)**3
365: def hole(u,v,z):
461:def chimney(x,y,z,stone=False,tall=2.0):
476:def finial(mp,z):
479:def rear(storeys,stone=False):
495:def parties(storeys,stone=False):
511:def begin_house(num):
517:def merchant():
542:def shop():
567:def tavern():
591:def barrel(mp,u,d,z,r=.32,h=.80):
597:def sign_and_lantern(mp):
621:def joiner():
653:def tower():
686:def bakery():
723:def finish_house(num,doorx,slot):
732: def yup(p):return (p.x,p.z,-p.y)
738:def export_kit():
754: notes=[f'Late-medieval French kit: {len(ROOTS)} houses; exact frontage/depth, metre units, +Y up / +Z front; origins at front-wall centre; 1.5 m foundations.',f'{sum(d["triangles"] for d in META.values()):,} triangles; {len(out):,} GLB bytes; {len(CONFIG)} shared PBR materials; COLOR_0 multiplies baked base colour.', 'Poly Haven CC0 texture ids: '+', '.join(sorted(set(c[1] for c in CONFIG)))+'; https://polyhaven.com/license; sources dl.polyhaven.org, jpg/1k.', 'Cycles shared tileable swatch bakes: base/normal <=1024, packed ORM 512; registered 2 m UVs; periodic patina nodes; spatial vertex grime, moss, beam contact shading and plaster/tile tints.', 'Build: Blender 5.2 -b --python-exit-code 1 --python build_kit.py; -- --count N for incremental order 1,2,3,5,4,6; scans/bakes cached beside script; every completed house exports atomically.', 'Deliverable GLB is reimported for Cycles hero/clay/lineup renders; dark recessed rooms are closed; rear facades authored; structural audit and visual review recorded separately.']
757:def studio():
768: def camera(pos,target,scale):cam.location=pos;cam.rotation_euler=(Vector(target)-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=scale
769: def render(name):sc.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True)
793: for slot,num in enumerate([1,2,3,5,4,6][:COUNT]):

codex
The bake/export/import preflight passed. The merchant house is now building as the first usable GLB; I’ll inspect its rendered roof, openings and timber proportions before adding the next houses.
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 '1,125p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
"""Late medieval French townhouse kit — Blender 5.2, metres, seed 8106.
blender -b --python-exit-code 1 --python build_kit.py [-- --count 6]
Self-contained builder: downloads CC0 scans, caches Cycles swatch bakes, builds
and atomically exports after each house, imports the GLB and renders evidence.
Blender Z-up / front -Y converts to glTF Y-up / front +Z.
"""
import bpy,bmesh,math,random,json,sys,subprocess,time,os
from pathlib import Path
from mathutils import Vector,Matrix
from mathutils.noise import noise
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; BAKES=ROOT/'baked'
TEX.mkdir(exist_ok=True);BAKES.mkdir(exist_ok=True)
COUNT=int(sys.argv[sys.argv.index('--count')+1]) if '--count' in sys.argv else 6
PREFLIGHT='--preflight' in sys.argv
NORENDER='--no-render' in sys.argv
random.seed(8106)
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)
sc=bpy.context.scene;sc.render.engine='CYCLES';sc.cycles.samples=24;sc.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'
 sc.cycles.device='GPU'
except Exception:sc.cycles.device='CPU'
sc.unit_settings.system='METRIC';sc.unit_settings.scale_length=1
sc.view_settings.view_transform='AgX';sc.render.image_settings.file_format='PNG'
# Shared shelf. No house-specific images; vertex colors supply all local weather.
CONFIG=[('Granite','worn_rock_natural_01',(.48,.475,.43),.86,.6,0),
 ('Oak','wooden_planks',(.15,.103,.066),.85,.45,0),
 ('Plaster','worn_plaster_wall',(.72,.665,.53),.9,.7,0),
 ('Tile','clay_roof_tiles_02',(.36,.17,.09),.88,.55,0),
 ('Slate','slate_floor_03',(.14,.19,.235),.78,.5,0),
 ('Rubble','rock_wall_09',(.47,.46,.405),.9,1.0,0),
 ('Iron','metal_plate_02',(.055,.06,.058),.6,.22,.75),
 ('Glass','metal_plate_02',(.048,.073,.079),.24,.015,.25),
 ('Brick','medieval_red_brick',(.37,.19,.115),.9,.55,0)]
for ident in sorted(set(c[1] for c in CONFIG)):
 for kind in ['diff','nor_gl','arm']+(['disp'] if ident=='rock_wall_09' else []):
  p=TEX/f'{ident}_{kind}_1k.jpg'
  if not p.exists():subprocess.run(['curl','-fLsS','--retry','2','-A','Mozilla/5.0',f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{ident}/{p.name}','-o',str(p)],check=True)
def node(nt,t):return nt.nodes.new(t)
def mathn(nt,op,a,b=0):
 n=node(nt,'ShaderNodeMath');n.operation=op
 for v,i in [(a,0),(b,1)]:
  if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
  else:n.inputs[i].default_value=v
 return n.outputs[0]
def mix(nt,f,a,b,mode='MIX'):
 n=node(nt,'ShaderNodeMixRGB');n.blend_type=mode
 for v,i in [(f,0),(a,1),(b,2)]:
  if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
  else:n.inputs[i].default_value=v
 return n.outputs[0]
def inode(nt,p,uv=None,nc=False):
 n=node(nt,'ShaderNodeTexImage');n.image=bpy.data.images.load(str(p),check_existing=True)
 if nc:n.image.colorspace_settings.name='Non-Color'
 if uv is not None:nt.links.new(uv,n.inputs['Vector'])
 return n

def material(cfg):
 name,ident,tint,rough,strength,metal=cfg
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear()
 files={k:BAKES/f'{name}_{k}.jpg' for k in ['BaseColor','Normal','ORM']}
 if PREFLIGHT:files={k:BAKES/f'preflight_{k}.jpg' for k in files}
 if not all(p.exists() for p in files.values()):
  out=node(nt,'ShaderNodeOutputMaterial');bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
  uv=node(nt,'ShaderNodeTexCoord').outputs['UV'];diff=inode(nt,TEX/f'{ident}_diff_1k.jpg',uv)
  bw=node(nt,'ShaderNodeRGBToBW');nt.links.new(diff.outputs[0],bw.inputs[0])
  col=mix(nt,1,mathn(nt,'ADD',mathn(nt,'MULTIPLY',bw.outputs[0],1.4),.32),(*tint,1),'MULTIPLY')
  # Periodic 4D weather noise: opposite swatch edges have identical coordinates.
  xy=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,xy.inputs[0])
  u=mathn(nt,'MULTIPLY',xy.outputs['X'],math.tau);v=mathn(nt,'MULTIPLY',xy.outputs['Y'],math.tau)
  xyz=node(nt,'ShaderNodeCombineXYZ')
  for sock,val in zip(xyz.inputs,[mathn(nt,'COSINE',u),mathn(nt,'SINE',u),mathn(nt,'COSINE',v)]):nt.links.new(val,sock)
  nn=node(nt,'ShaderNodeTexNoise');nn.noise_dimensions='4D';nn.inputs['Scale'].default_value=3.8;nn.inputs['Detail'].default_value=4
  nt.links.new(xyz.outputs[0],nn.inputs['Vector']);nt.links.new(mathn(nt,'SINE',v),nn.inputs['W'])
  col=mix(nt,1,col,mathn(nt,'ADD',mathn(nt,'MULTIPLY',nn.outputs['Fac'],.46),.72),'MULTIPLY')
  if name in ['Slate','Tile']:
   moss=mathn(nt,'MINIMUM',mathn(nt,'MAXIMUM',mathn(nt,'MULTIPLY',mathn(nt,'SUBTRACT',nn.outputs['Fac'],.59),1.9),0),.22)
   col=mix(nt,moss,col,(.13,.16,.052,1))
  if name=='Rubble':
   col=mix(nt,.56,col,diff.outputs[0])
  arm=inode(nt,TEX/f'{ident}_arm_1k.jpg',uv,True);sep=node(nt,'ShaderNodeSeparateColor');nt.links.new(arm.outputs[0],sep.inputs[0])
  roughsock=mathn(nt,'ADD',mathn(nt,'MULTIPLY',sep.outputs['Green'],.20),rough-.14)
  nt.links.new(col,bs.inputs['Base Color']);nt.links.new(roughsock,bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
  normal=inode(nt,TEX/f'{ident}_nor_gl_1k.jpg',uv,True);nm=node(nt,'ShaderNodeNormalMap');nm.inputs['Strength'].default_value=strength;nt.links.new(normal.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
  bpy.ops.mesh.primitive_plane_add(size=2);plane=bpy.context.object;plane.data.materials.append(m)
  target=node(nt,'ShaderNodeTexImage');sc.cycles.samples=4;sc.render.bake.margin=0
  for kind,path in files.items():
   size=64 if PREFLIGHT else (512 if kind=='ORM' or name in ['Iron','Glass'] else 1024)
   im=bpy.data.images.new(name+'_'+kind,width=size,height=size,alpha=False)
   if kind!='BaseColor':im.colorspace_settings.name='Non-Color'
   target.image=im;nt.nodes.active=target
   if kind=='Normal':nt.links.new(bs.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='NORMAL')
   else:
    em=node(nt,'ShaderNodeEmission')
    if kind=='BaseColor':nt.links.new(col,em.inputs[0])
    else:
     combine=node(nt,'ShaderNodeCombineColor');nt.links.new(mathn(nt,'ADD',mathn(nt,'MULTIPLY',sep.outputs['Red'],.25),.75),combine.inputs['Red']);nt.links.new(roughsock,combine.inputs['Green']);combine.inputs['Blue'].default_value=metal;nt.links.new(combine.outputs[0],em.inputs[0])
    nt.links.new(em.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT')
   im.filepath_raw=str(path);im.file_format='JPEG';sc.render.image_settings.quality=94;im.save()
  bpy.data.objects.remove(plane,do_unlink=True)
  print('BAKED',name,flush=True)
 nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial');bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 base=inode(nt,files['BaseColor']);vc=node(nt,'ShaderNodeVertexColor');vc.layer_name='COLOR_0';nt.links.new(mix(nt,1,base.outputs[0],vc.outputs['Color'],'MULTIPLY'),bs.inputs['Base Color'])
 normal=inode(nt,files['Normal'],nc=True);nm=node(nt,'ShaderNodeNormalMap');nt.links.new(normal.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
 orm=inode(nt,files['ORM'],nc=True);sep=node(nt,'ShaderNodeSeparateColor');nt.links.new(orm.outputs[0],sep.inputs[0]);nt.links.new(sep.outputs['Green'],bs.inputs['Roughness']);nt.links.new(sep.outputs['Blue'],bs.inputs['Metallic'])
 group=bpy.data.node_groups.get('glTF Material Output')
 if not group:
  group=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');group.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
 gn=node(nt,'ShaderNodeGroup');gn.node_tree=group;nt.links.new(sep.outputs['Red'],gn.inputs['Occlusion'])
 return m
MATS=[material(c) for c in (CONFIG[:1] if PREFLIGHT else CONFIG)]
if PREFLIGHT:
 bpy.ops.mesh.primitive_cube_add();ob=bpy.context.object;ob.data.materials.append(MATS[0]);ob.data.color_attributes.new(name='COLOR_0',type='BYTE_COLOR',domain='CORNER')
 for a in ob.data.color_attributes['COLOR_0'].data:a.color=(1,1,1,1)
 bpy.ops.export_scene.gltf(filepath=str(ROOT/'preflight.glb'),export_format='GLB',export_vertex_color='ACTIVE')
 bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
 bpy.data.node_groups['glTF Material Output'].name='Bake AO settings';bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'));print('PREFLIGHT_OK',flush=True);sys.exit(0)
# Geometry directly aggregated by material, following the Breton builder.
G=None;HOUSE=1;W=8;D=10;EAVE=10.8
TINTS={1:(1,.94,.79),2:(1,.79,.48),3:(.91,.94,.86),4:(.93,.98,1),5:(1,1,.94),6:(1,.91,.70)}

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/bin/bash -lc "sed -n '207,267p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
def wall(mp,width,z0,z1,holes,m=2,step=.40,exact=False,gable=0,tint=(1,1,1)):
 # Partition at aperture heights, then grid for relief and spatial COLOR_0.
 levels=sorted(set([z0,z1]+[h for a,b,c,d in holes for h in [c,d] if z0<h<z1]))
 for lo,hi in zip(levels,levels[1:]):
  rows=max(1,math.ceil((hi-lo)/step))
  for j in range(rows):
   za=lo+(hi-lo)*j/rows;zb=lo+(hi-lo)*(j+1)/rows
   wa=width/2*(1-(za-z0)/(z1-z0)) if gable else width/2;wb=width/2*(1-(zb-z0)/(z1-z0)) if gable else width/2
   for a,b in intervals(-wa,wa,(za+zb)/2,holes):
    count=max(1,math.ceil((b-a)/step))
    for k in range(count):
     ua=a+(b-a)*k/count;ub=a+(b-a)*(k+1)/count;ta=max(-wb,min(wb,ua));tb=max(-wb,min(wb,ub))
     coords=[(ua,za),(ub,za),(tb,zb),(ta,zb)]
     if abs(ta-tb)<1e-7:coords=coords[:3]
     vs=[]
     for u,z in coords:
      r=(relief(u,z)*.075 if m==5 else .009*noise(Vector((u*3,z*3,HOUSE))))
      d=-.08+r if exact else r
      vs.append(mp(u,d,z))
     if len(vs)>=3 and (Vector(vs[1])-Vector(vs[0])).cross(Vector(vs[2])-Vector(vs[0])).length>1e-8:
      base=Vector(mp(0,0,0));ex=Vector(mp(1,0,0))-base
      add(vs,[tuple(range(len(vs)))],m,tint,lambda p:((p-base).dot(ex)/2,p.z/2),True)
 # Aperture returns and dark plane at exactly .4 m behind the facade.
 for a,b,c,d in holes:
  for u in [a,b]:profile([(u,c),(u+.022,c),(u+.022,d),(u,d)],(-.4,0),mp,m)
  for z in [c,d]:lbox(mp,(a+b)/2,-.20,z,b-a,.40,.025,m,.004)
  lbox(mp,(a+b)/2,-.415,(c+d)/2,b-a+.04,.025,d-c+.04,7,0,(.09,.095,.10))

def window(mp,u,z,w=1.12,h=1.46,stone=False,shutters=False,rich=False):
 mat=0 if stone else 1
 lbox(mp,u,-.29,z+h/2,w,.035,h,7,.005,tint=(.65,.72,.73))
 for ss in [-1,1]:lbox(mp,u+ss*(w/2+.065),.025,z+h/2,.13,.20,h+.24,mat,.017)
 for zz in [z-.085,z+h+.075]:lbox(mp,u,.04,zz,w+.32,.27,.14,mat,.017)
 lbox(mp,u,.13,z-.17,w+.45,.44,.12,mat,.014)
 lbox(mp,u,-.06,z+h*.51,.065,.10,h,mat,.006)
 lbox(mp,u,-.065,z+h*.60,w,.105,.060,mat,.006)
 # Diamond lead cames, clipped to each rectangular aperture.
 for direction in [-1,1]:
  for k in range(-12,13):
   b=k*.235
   pts=[]
   for xx in [-w/2+.04,w/2-.04]:
    zz=direction*xx+b
    if .03<=zz<=h-.03:pts.append((xx,zz))
   for zz in [.03,h-.03]:
    xx=(zz-b)/direction
    if -w/2+.04<xx<w/2-.04:pts.append((xx,zz))
   if len(pts)>=2:beam(mp(u+pts[0][0],-.20,z+pts[0][1]),mp(u+pts[1][0],-.20,z+pts[1][1]),.012,.012,6)
 if shutters:
  for ss in [-1,1]:
   su=u+ss*(w*.75+.21)
   for k in range(3):lbox(mp,su+(k-1)*w/6,.09,z+h/2,w/6-.012,.09,h,1,.007,tint=(1,.90,.74))
   for zz in [z+.22,z+h-.22]:lbox(mp,su,.15,zz,w/2,.055,.08,1,.008);lbox(mp,su,.185,zz,w*.38,.025,.025,6,.003)
 if rich:
  lbox(mp,u,.10,z-.39,w+.23,.17,.33,1,.016)
  for k in [-1,0,1]:
   cu=u+k*w*.28;r=.13
   tube([mp(cu+r*math.sin(t*math.tau/12),.21,z-.39+r*math.cos(t*math.tau/12)) for t in range(13)],.018,1,5,tint=(1,.9,.76))
   lbeam(mp,cu-r,z-.52,cu+r,z-.26,.205,.025,.035)

def door(mp,u,w=1.20,h=2.35,base=.12,studded=False):

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/bin/bash -lc "sed -n '355,462p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
def roof(gable,eave,rise,frontjet=0,mat=3,dormers=None,worn=False):
 # Canonical roof: u along ridge, v across slope; transform for street orientation.
 dormers=dormers or []
 span=(W if gable else D+frontjet)/2+.18;length=(D+frontjet if gable else W)+.28
 center=(D-frontjet)/2
 def mp(u,v,z):return (v,center+u,z) if gable else (u,center+v,z)
 def sag(u):return -.12*math.cos(math.pi*u/length)**2
 def zz(u,v):return eave+rise*(1-abs(v)/span)+sag(u)+.032*math.sin(u*1.9+HOUSE)*(abs(v)/span)**3
 # Dormer definition: ridge position u; slope sign s; one or two small gabled lucarnes.
 dw=1.32;df=span*.70;dh=1.65;de=eave+rise*(1-df/span)+1.14;dr=.82
 def hole(u,v,z):
  for du,ss in dormers:
   side=abs(u-du)
   if side<dw/2+.07 and ss*v<df+.12 and ss*v>0:
    dz=de+dr*(1-side/(dw/2+.10))
    if zz(u,v)<dz-.045:return True
  return False
 step=.255 if mat==3 else .285;tw=.37 if mat==3 else .40
 slen=math.hypot(span,rise);rows=math.ceil(slen/step)
 for s in [-1,1]:
  for j in range(rows):
   t=j/rows;v=s*span*(1-t);vnext=s*span*(1-(j+1)/rows)
   # Roof boarding strips behind plates, clipped around dormer openings.
   n=math.ceil(length/tw)
   cuts=[-length/2]+[-length/2+(i+(j%2)*.5)*tw for i in range(1,n+1) if -length/2+(i+(j%2)*.5)*tw<length/2]+[length/2]
   for a,b in zip(cuts,cuts[1:]):
    u=(a+b)/2;vc=(v+vnext)/2
    if hole(u,vc,zz(u,vc)):continue
    va=v;vb=vnext-s*.052
    tintv=random.uniform(.77,1.0);tint=(tintv,tintv*random.uniform(.95,1),tintv*random.uniform(.91,1))
    # Local moss follows low courses and leeward damp strips.
    moss=max(0,noise(Vector((u*.73,vc*.6,HOUSE+3)))-.04)*(.8 if j<rows*.65 else .38)
    tint=(tint[0]*(1-.40*moss),tint[1],tint[2]*(1-.64*moss))
    missing=worn and s==-1 and ((j==7 and 2<a<2.6) or (j==12 and -2.5<a<-1.9))
    if missing:
     for k in range(2):beam(mp(a,va,zz(a,va)-.10-k*.03),mp(b,va,zz(b,va)-.10-k*.03),.045,.06,1)
     continue
    lift=random.uniform(-.009,.009)
    coords=[(a+.005,va),(b-.005,va),(b-.005,vb),(a+.005,vb)]
    vs=[Vector(mp(uu,vv,zz(uu,vv)+.045+lift-(.012 if k>=2 else 0))) for k,(uu,vv) in enumerate(coords)]
    roof_plate(vs,mat,tint)
  # Eave fascia, slightly irregular segmented run, and each exposed rafter tail.
  for j in range(math.ceil(length/.70)):
   a=-length/2+j*length/math.ceil(length/.70);b=-length/2+(j+1)*length/math.ceil(length/.70)
   beam(mp(a,s*span,zz(a,s*span)-.055),mp(b,s*span,zz(b,s*span)-.055),.13,.15,1)
   beam(mp((a+b)/2,s*(span-.30),zz((a+b)/2,s*(span-.30))-.12),mp((a+b)/2,s*(span+.025),zz((a+b)/2,s*span)-.12),.085,.12,1)
 # Curved ridge caps with crown profile and closed underside, visible joints.
 for j in range(math.ceil(length/.32)):
  a=-length/2+j*length/math.ceil(length/.32);b=-length/2+(j+1)*length/math.ceil(length/.32)-.008
  verts=[]
  for u in [a,b]:
   for i in range(7):
    th=math.pi*i/6;verts.append(mp(u,.16*math.cos(th),eave+rise+sag(u)+.07+.13*math.sin(th)))
  faces=[tuple(range(6,-1,-1)),tuple(range(7,14))]+[(i,i+1,i+8,i+7) for i in range(6)]+[(0,7,13,6)]
  add(verts,faces,mat,(.8,.81,.79))
 for u in [-length/2,length/2]:
  for s in [-1,1]:beam(mp(u,s*span,zz(u,s*span)-.005),mp(u,0,zz(u,0)+.08),.12,.16,1)
 # Gables close roof ends. Merchant uses rich front infill, others plain party walls.
 for end in [-1,1]:
  u=end*(length/2-.14)
  if gable:
   jm=frontjet if end==-1 else 0
   gm=(lambda v,d,z:(v,-jm-d,z)) if end==-1 else (lambda v,d,z:(-v,D+d,z))
   width=W
  else:
   gm=lambda v,d,z,end=end:(end*(W/2+d),center+end*v,z)
   width=D+frontjet
  wall(gm,width,eave,eave+rise-.04,[],5 if HOUSE==4 else 2,.34,exact=not gable,gable=1)
  lbeam(gm,-width/2+.1,eave+.05,0,eave+rise-.10,.025,.16,.19)
  lbeam(gm,0,eave+rise-.10,width/2-.1,eave+.05,.025,.16,.19)
  lbeam(gm,0,eave,0,eave+rise-.10,.02,.18,.20)
  if gable and end==-1:
   for x in [-width*.26,width*.26]:lbeam(gm,x,eave,x,eave+rise*(1-abs(x)/(width/2))-.12,.02,.15,.18)
   if HOUSE==1:
    # Gothic ogee-like braces assembled as continuous sweeps.
    for ss in [-1,1]:
     points=[gm(ss*(width*.43)*(1-t)**.70,.14,eave+.25+(rise-.42)*t) for t in [i/16 for i in range(17)]]
     tube(points,.075,1,6)
     for k in range(3):lbeam(gm,ss*(.6+k*.5),eave+rise-1.15-k*.60,ss*(1.0+k*.54),eave+rise-1.0-k*.60,.16,.043,.055)
   if HOUSE in [1,4,6]:window(gm,0,eave+.48,.70,1.03,stone=HOUSE==4)
 for du,s in dormers:
  # Front normal is outward along v. Dormer cheek wedges terminate in main roof.
  dm=lambda x,d,z,du=du,s=s:mp(du+x,s*(df+d),z)
  for side in [-1,1]:
   u=du+side*dw/2;vback=s*max(.15,span*(1-(de-eave)/rise))
   vs=[mp(u-.055,s*df,zz(u,s*df)-.02),mp(u+.055,s*df,zz(u,s*df)-.02),mp(u-.055,s*df,de),mp(u+.055,s*df,de),mp(u-.055,vback,de),mp(u+.055,vback,de)]
   add(vs,[(0,1,3,2),(2,3,5,4),(0,4,5,1),(0,2,4),(1,5,3)],2)
  bottom=de-1.45
  for side in [-1,1]:lbox(dm,side*.60,0,bottom+.71,.18,.20,1.43,1,.016)
  lbox(dm,0,.02,de-.03,1.42,.26,.18,1,.017)
  profile([(-.70,de),(.70,de),(0,de+dr)],(-.12,.05),dm,2)
  window(dm,0,bottom+.12,.84,1.15)
  for side in [-1,1]:lbeam(dm,side*.79,de-.03,0,de+dr+.04,.10,.095,.14)
  # Dormer roof slopes intersect and end at the main roof, including decking.
  for side in [-1,1]:
   for row in range(5):
    xa=side*.79*(1-row/5);xb=side*.79*(1-(row+1)/5)
    for j in range(math.ceil(df/.30)):
     va=df+.16-j*.30;vb=max(0,va-.31)
     z0=de+dr*(1-abs(xa)/.79);z1=de+dr*(1-abs(xb)/.79)
     if (z0+z1)/2<zz(du+(xa+xb)/2,s*(va+vb)/2):continue
     vs=[Vector(mp(du+xa,s*va,z0+.06)),Vector(mp(du+xa,s*vb,z0+.06)),Vector(mp(du+xb,s*vb,z1+.04)),Vector(mp(du+xb,s*va,z1+.04))]
     roof_plate(vs,mat,(.87,.88,.84))
  beam(dm(0,.18,de+dr+.06),mp(du,s*max(0,span*(1-(de+dr-eave)/rise)),de+dr+.06),.10,.12,mat)
 return eave+rise

def chimney(x,y,z,stone=False,tall=2.0):
 m=0 if stone else 8;w=.66;d=.80

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/bin/bash -lc 'tail -10 merchant.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
23:42:47 | INFO: Blender create Mesh node House_merchant_Glass
23:42:47 | INFO: Blender create Mesh node House_merchant_Granite
23:42:47 | INFO: Blender create Mesh node House_merchant_Iron
23:42:47 | INFO: Blender create Mesh node House_merchant_Oak
23:42:47 | INFO: Blender create Mesh node House_merchant_Plaster
23:42:47 | INFO: Blender create Mesh node House_merchant_Rubble
23:42:47 | INFO: Blender create Mesh node House_merchant_Slate
23:42:47 | INFO: glTF import finished in 0.26s
/root/fal-author/medieval-hero-houses-v1/build_kit.py:762: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55

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exec
/bin/bash -lc "sed -n '511,592p' build_kit.py; sed -n '757,805p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
def begin_house(num):
 global G,HOUSE,W,D,EAVE
 HOUSE=num;W,D,storeys=SIZES[num];EAVE=3+2.6*(storeys-1);random.seed(8106+num)
 G={i:Mesh(NAMES[num]+'_'+c[0],i) for i,c in enumerate(CONFIG)};foundation()
 return storeys

def merchant():
 begin_house(1);mp=front_at()
 # Ground-floor stone portal and wide arched trading window.
 holes=[(-3.25,-1.75,.14,2.77),(-.55,3.25,.15,2.77)]
 wall(mp,W,.12,3,holes,0,.34)
 arch(mp,-2.5,1.5,1.78,pointed=True);arch(mp,1.35,3.8,.87,shop=True)
 for k in range(3):lbox(mp,-2.5,.23+k*.22,.07+(2-k)*.07,1.87+k*.10,.48+k*.29,.14+(2-k)*.14,0,.025)
 for floor in range(3):
  z=3+floor*2.6;j=(floor+1)*.20;fm=front_at(j)
  xs=[-2.51,0,2.51];holes=[(x-.66,x+.66,z+.85,z+2.19) for x in xs]
  wall(fm,W,z,z+2.6,holes,2,.36)
  framing(fm,W,z,z+2.6,3,True)
  for x in xs:window(fm,x,z+.85,1.32,1.34,rich=True)
  for x in [-3.84,-1.31,1.31,3.84]:corbel(front_at(j-.20),x,z,.36)
  # Slender upper frieze and pegged joints.
  for x in [-3.82,-1.30,1.30,3.82]:
   for zz in [z+.36,z+2.32]:cyl(fm(x,.168,zz),fm(x,.185,zz),.030,1,8,tint=(.55,.53,.48))
 parties(4);rear(4);quoins(3)
 ridge=roof(True,EAVE,4.45,.60,4,[(-2.3,1),(2.4,1)])
 finial(front_at(.70),ridge+.06)
 # Rich chamfered stone imposts and decorative capitals at ground piers.
 for x in [-3.80,-1.17,3.80]:
  for z,w,h in [(2.62,.43,.12),(2.80,.55,.10),(2.91,.64,.12)]:lbox(mp,x,.10,z,w,.43,h,0,.018)
 return -2.5

def shop():
 begin_house(2);mp=front_at();holes=[(-2.65,-1.55,.13,2.45),(-1.15,2.62,.73,2.48)]
 wall(mp,W,.13,3,holes,2,.36);door(mp,-2.10,1.10,2.32)
 for x in [-2.87,-1.36,2.87]:lbeam(mp,x,.13,x,2.88,.06,.22,.28)
 lbox(mp,0,.06,2.86,W,.28,.27,1)
 # Open shop: lowered plank shutter, upper shutter lifted under the beam.
 for j in range(14):lbox(mp,-1.12+(j+.5)*3.72/14,.66,.89,3.72/14-.008,1.28,.10,1,.009,tint=(1,.94,.80))
 for x in [-.85,2.30]:beam(mp(x,.05,.36),mp(x,1.22,.84),.085,.09,1)
 for j in range(14):
  box(mp(-1.12+(j+.5)*3.72/14,.43,2.50),(3.72/14-.008,1.0,.09),1,.008,Matrix.Rotation(math.radians(-12),3,'X'))
 for x in [-.9,2.35]:beam(mp(x,.05,1.88),mp(x,.86,2.38),.035,.035,6)
 for zz in [1.08,1.54]:lbox(mp,.73,-.32,zz,3.45,.18,.08,1,.008)
 for j in range(8):cyl(mp(-.7+j*.4,-.22,.99),mp(-.7+j*.4,-.22,1.12),.09,3,10,r2=.055,tint=(.9,.82,.65))
 for floor in range(2):
  z=3+floor*2.6;fm=front_at((floor+1)*.19);xs=[-.72,.78];holes=[(x-.39,x+.39,z+.8,z+2.1) for x in xs]
  wall(fm,W,z,z+2.6,holes,2,.35);framing(fm,W,z,z+2.6,4)
  for x in xs:window(fm,x,z+.8,.78,1.30)
  for s in [-1,1]:
   lbeam(fm,s*2.73,z+.25,s*1.64,z+2.32,.075,.16,.18)
   lbeam(fm,s*1.64,z+.25,s*2.73,z+2.32,.079,.16,.18)
 parties(3);rear(3);quoins(3)
 roof(False,EAVE,3.55,.38,3,[(0,-1)])
 chimney(1.86,D/2+.25,EAVE+2.91,False,1.75)
 return -2.10

def tavern():
 begin_house(3);mp=front_at();holes=[(-4.45,-1.15,.13,2.78),(-.55,.65,.14,2.48),(2.0,3.78,1.15,2.43)]
 wall(mp,W,.12,3,holes,5,.25);arch(mp,-2.80,3.30,1.10);door(mp,.05,1.20,2.34,studded=True);window(mp,2.89,1.15,1.78,1.28,True)
 for floor in range(2):
  z=3+2.6*floor;fm=front_at(.18*(floor+1));xs=[-3.75,-1.25,1.25,3.75];holes=[(x-.62,x+.62,z+.87,z+2.19) for x in xs]
  wall(fm,W,z,z+2.6,holes,2,.38);framing(fm,W,z,z+2.6,4)
  for x in xs:window(fm,x,z+.87,1.24,1.32)
  for i in range(4):
   a=-4.84+i*2.5;b=a+2.25
   if i%2:lbeam(fm,a,z+.32,b,z+2.3,.069,.145,.17)
   else:lbeam(fm,b,z+.32,a,z+2.3,.069,.145,.17)
 parties(3);rear(3);quoins(3);roof(False,EAVE,3.10,.36,3)
 chimney(3.62,D/2+.45,EAVE+2.50,False,2.05)
 # Bench carries through to the wall, with paired trestles and worn edges.
 for j in range(3):lbox(mp,2.55,.60+j*.16,.54,3.05,.15,.10,1,.012)
 for x in [1.35,3.75]:
  for d in [.55,.96]:lbeam(mp,x,.07,x,.50,d,.12,.14)
  lbox(mp,x,.73,.21,.14,.55,.12,1)
 for zz in [.85,1.06]:lbox(mp,2.55,.19,zz,3.1,.11,.16,1)
 for x in [1.34,3.76]:lbeam(mp,x,.13,x,1.14,.20,.09,.12)
 sign_and_lantern(mp)
 for x,y in [(4.37,.62),(4.37,1.23)]:barrel(mp,x,y,.10,.32,.82)
 return .05

def barrel(mp,u,d,z,r=.32,h=.80):
 n=14;vs=[]
def studio():
 # Reimport delivered glTF: validation images show portable exported materials.
 bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
 if bpy.data.node_groups.get('glTF Material Output'):bpy.data.node_groups['glTF Material Output'].name='Baked AO source settings'
 bpy.ops.import_scene.gltf(filepath=str(ROOT/'medieval-hero-houses.glb'))
 sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
 bpy.ops.object.light_add(type='SUN',location=(0,0,20));sun=bpy.context.object;sun.rotation_euler=(math.radians(25),math.radians(-25),math.radians(-30));sun.data.energy=1.8;sun.data.angle=math.radians(18)
 bpy.ops.object.light_add(type='AREA',location=(-15,-20,24));light=bpy.context.object;light.data.energy=3000;light.data.shape='DISK';light.data.size=16;light.rotation_euler=(Vector((20,3,5))-light.location).to_track_quat('-Z','Y').to_euler()
 bpy.ops.mesh.primitive_plane_add(size=240,location=(30,0,-.025));floor=bpy.context.object;floor.name='STUDIO_GROUND';mat=bpy.data.materials.new('STUDIO_GROUND');mat.diffuse_color=(.30,.325,.33,1);floor.data.materials.append(mat)
 bpy.ops.object.camera_add();cam=bpy.context.object;sc.camera=cam;cam.data.type='ORTHO'
 sc.render.resolution_x=1920;sc.render.resolution_y=1080;sc.render.resolution_percentage=100;sc.cycles.samples=40
 def camera(pos,target,scale):cam.location=pos;cam.rotation_euler=(Vector(target)-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=scale
 def render(name):sc.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True)
 roots=[bpy.data.objects[name] for name in META]
 # Individual hero frames. Root children retain their house-local frame.
 for r in roots:
  for other in roots:
   for o in other.children_recursive:o.hide_render=other!=r
  dat=META[r.name];cx=r.location.x;h=dat['bounding_box']['max'][1]
  camera((cx+18,-25,h*.72),(cx,D*.32,h*.47),max(h*1.95,23.0));render(f'final_{dat["house"]}.png')
  if '--checks' in sys.argv:
   camera((cx-17,24,h*.64),(cx,4,h*.44),max(h*1.95,23));render(f'rear_{dat["house"]}.png')
 for r in roots:
  for o in r.children_recursive:o.hide_render=False
 # Street render closes the file's placement gaps; root local geometry unchanged.
 x=0
 for r in roots:
  w=META[r.name]['width'];r.location.x=x+w/2;x+=w
 cx=x/2
 camera((cx+15,-57,26),(cx,2,6.9),max(x*1.09,26));render('lineup.png')
 clay=bpy.data.materials.new('STUDIO_CLAY');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.48,.48,.48,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.82
 sc.view_layers[0].material_override=clay;render('clay_lineup.png');sc.view_layers[0].material_override=None
 print('RENDERS_COMPLETE',flush=True)

if __name__=='__main__':
 funcs={1:merchant,2:shop,3:tavern,4:tower,5:joiner,6:bakery}
 for slot,num in enumerate([1,2,3,5,4,6][:COUNT]):
  doorx=funcs[num]();finish_house(num,doorx,slot);export_kit()
 if not NORENDER:studio()
 print('BUILD_COMPLETE',flush=True)

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/bin/bash -lc "sed -n '1,160p' /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md; sed -n '1,110p' /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
sed: can't read /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md: No such file or directory
---
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

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/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md; tail -8 merchant.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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<!-- 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.
23:42:47 | INFO: Blender create Mesh node House_merchant_Oak
23:42:47 | INFO: Blender create Mesh node House_merchant_Plaster
23:42:47 | INFO: Blender create Mesh node House_merchant_Rubble
23:42:47 | INFO: Blender create Mesh node House_merchant_Slate
23:42:47 | INFO: glTF import finished in 0.26s
/root/fal-author/medieval-hero-houses-v1/build_kit.py:762: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
00:18.295  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_1.png'

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/bin/bash -lc 'scp gex44:/root/fal-author/medieval-hero-houses-v1/final_1.png gex44:/root/fal-author/medieval-hero-houses-v1/nodes.json .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc "rg -n 'coord claim|coord check|FORGE_SESSION' /home/claude-agent/AGENTS.md" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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212:- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
231:1. `coord check <host:path>` — is anyone else on it? (exit 3 = conflict)
232:2. `coord claim <host:path> [--note "..."]` — take it (exclusive; auto-expires, TTL 30m, refreshed by heartbeat).
273:- **Claim before you write.** The coord protocol above (`coord check` /
274:  `coord claim` / `coord release`) is not Claude-specific — it is the shared

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def weather(p,mat,tint):
 x,y,z=p; n=noise(Vector((x*.58+HOUSE*6,y*.63,z*.42)))
 f=.94+.10*n
 if mat in [0,2,5,8]:
  foot=math.exp(-max(0,z)*2.3)*(.30+.2*noise(Vector((x*1.4,y*1.4,1))))
  streak=(.5+.5*math.sin(x*7.9+noise(Vector((x*.8,y*.8,z*.2)))*4))**5
  f*=1-foot-.12*streak
 if mat==2:
  # Local tint variation across panels, contact dirt at beam and eave height.
  tint=tuple(a*b for a,b in zip(tint,TINTS[HOUSE]))
  f*=1-.14*math.exp(-abs((z-3)%2.6-.1)*6)
  if x>0:tint=(tint[0]*.94,tint[1]*.97,tint[2])
 if mat in [3,4]:
  moss=max(0,n-.04)*.85
  tint=(tint[0]*(1-moss*.45),tint[1],tint[2]*(1-moss*.7))
  if HOUSE in [2,5]:tint=(tint[0],tint[1]*.90,tint[2]*.82)
 return tuple(max(.035,min(1,a*f)) for a in tint)+(1,)
class Mesh:
 def __init__(self,name,mat):self.name=name;self.mat=mat;self.v=[];self.f=[];self.uv=[];self.cols=[];self.sm=[]
 def add(self,vs,fs,tint=(1,1,1),uvfun=None,smooth=False):
  off=len(self.v);self.v.extend([tuple(v) for v in vs]);self.cols.extend([weather(v,self.mat,tint) for v in vs])
  for face in fs:
   if len(face)<3:continue
   vv=[Vector(vs[i]) for i in face];n=(vv[1]-vv[0]).cross(vv[2]-vv[0]);axis=max(range(3),key=lambda k:abs(n[k]));ij=[k for k in range(3) if k!=axis]
   self.f.append(tuple(off+i for i in face));self.sm.append(smooth)
   self.uv.append([uvfun(v) if uvfun else (v[ij[0]]/2,v[ij[1]]/2) for v in vv])
 def finish(self,root):
  me=bpy.data.meshes.new(self.name);me.from_pydata(self.v,[],self.f);me.materials.append(MATS[self.mat]);me.update()
  uv=me.uv_layers.new(name='UVMap');vc=me.color_attributes.new(name='COLOR_0',type='BYTE_COLOR',domain='CORNER')
  for poly,coords,sm in zip(me.polygons,self.uv,self.sm):
   poly.use_smooth=sm
   for li,co in zip(poly.loop_indices,coords):uv.data[li].uv=co;vc.data[li].color=self.cols[me.loops[li].vertex_index]
  ob=bpy.data.objects.new(self.name,me);bpy.context.collection.objects.link(ob);ob.parent=root
  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()
  return ob

def add(v,f,m,tint=(1,1,1),uv=None,smooth=False):G[m].add(v,f,tint,uv,smooth)
BOX_CACHE={}
def box(c,size,m=1,bev=.015,rot=None,tint=(1,1,1)):
 key=(tuple(round(v,5) for v in size),round(bev,5))
 if key not in BOX_CACHE:
  bm=bmesh.new();bmesh.ops.create_cube(bm,size=1)
  for v in bm.verts:v.co=Vector(tuple(v.co[i]*size[i] for i in range(3)))
  if bev:bmesh.ops.bevel(bm,geom=list(bm.edges),offset=min(bev,min(size)*.22),segments=1,affect='EDGES')
  bm.verts.ensure_lookup_table();bm.verts.index_update();BOX_CACHE[key]=([v.co.copy() for v in bm.verts],[tuple(v.index for v in f.verts) for f in bm.faces]);bm.free()
 vs,fs=BOX_CACHE[key];c=Vector(c);vs=[(rot@v if rot else v)+c for v in vs];add(vs,fs,m,tint)
def beam(a,b,w=.16,d=None,m=1,tint=(1,1,1)):
 a=Vector(a);b=Vector(b);box((a+b)/2,(w,d or w,(b-a).length),m,min(.018,w*.11),(b-a).to_track_quat('Z','Y').to_matrix(),tint)
def cyl(a,b,r,m=6,n=8,r2=None,tint=(1,1,1)):
 a=Vector(a);b=Vector(b);q=(b-a).to_track_quat('Z','Y');r2=r if r2 is None else r2
 vs=[a+q@Vector((r*math.cos(i*math.tau/n),r*math.sin(i*math.tau/n),0)) for i in range(n)]+[b+q@Vector((r2*math.cos(i*math.tau/n),r2*math.sin(i*math.tau/n),0)) for i in range(n)]
def rear(storeys,stone=False):
 mp=back_at();height=3+(storeys-1)*2.6
 holes=[(-.62,.62,.14,2.40)]
 for floor in range(storeys):
  z=1.0 if floor==0 else 3+(floor-1)*2.6+.75
  for u in [-W*.27,W*.27]:holes.append((u-.45,u+.45,z,z+1.20))
 wall(mp,W,.12,height,holes,5 if stone else 2,.30 if stone else .45)
 door(mp,0,1.24,2.26)
 for a,b,c,d in holes[1:]:window(mp,(a+b)/2,c,b-a,d-c,stone,shutters=not stone)
 if not stone:
  for floor in range(1,storeys):
   z=3+(floor-1)*2.6
   for u in [-W/2+.12,0,W/2-.12]:lbeam(mp,u,z,u,z+2.6,.02,.17,.17)
   lbox(mp,0,.02,z,W,.19,.19,1)
   for s in [-1,1]:lbeam(mp,s*.20,z+.20,s*(W/2-.24),z+2.35,.02,.14,.17)

def parties(storeys,stone=False):
 height=3+(storeys-1)*2.6
 for s in [-1,1]:
  mp=side_at(s)
  wall(mp,D,.12,height,[],5 if stone else 2,.31 if stone else .40,exact=True,tint=(.84,.86,.80))
  # A few exposed patches set just inside the exact party-wall outer plane.
  if not stone:
   for k in range(5):
    u=(-D/2+.6+k*1.72);z=.2+(k%3)*1.15
    for j in range(3):
     ln=.62-j*.13
     lbox(mp,u+.07*j,-.032,z+j*.19,ln,.06,.16,5,.016,tint=(.8,.84,.77))

ROOTS=[];META={};EXPORT_OBS=[]
NAMES={1:'House_merchant',2:'House_shop',3:'House_tavern',4:'House_tower',5:'House_joiner',6:'House_bakery'}
SIZES={1:(8,10,4),2:(6,9,3),3:(10,10,3),4:(5,8,4),5:(7,9,2),6:(6,9,2)}
def begin_house(num):

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/bin/bash -lc 'cat nodes.json' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
{
  "House_merchant": {
    "house": 1,
    "width": 8,
    "depth": 10,
    "storeys": 4,
    "triangles": 79158,
    "bounding_box": {
      "min": [
        -4.245,
        -1.5,
        -10.86
      ],
      "max": [
        4.245,
        16.49,
        1.2
      ]
    },
    "root_translation": [
      0,
      0,
      0
    ],
    "Entrance": [
      -2.5,
      0,
      0.8
    ],
    "Door": [
      -2.5,
      0,
      0
    ]
  }
}
codex
The first render caught several concrete problems: the merchant exceeds its triangle allowance, the gable window is blocked, and the jetties need closed side returns. The stonework and plaster also look too uniform. I’m correcting those shared construction details before expanding the kit.
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exec
/bin/bash -lc "sed -n '282,355p' build_kit.py; tail -8 merchant.log" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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def arch(mp,u,w,spring,base=.14,pointed=False,shop=False):
 r=w/2;rise=r*(1.30 if pointed else 1)
 # Contour of a rounded or Gothic arch. Independent voussoirs share exact endpoints.
 def top(x):
  t=abs(x)/r
  return spring+rise*((1-t)**.68 if pointed else math.sqrt(max(0,1-t*t)))
 samples=24
 for ss in [-1,1]:
  for j in range(max(3,round((spring-base)/.38))):
   n=max(3,round((spring-base)/.38));lbox(mp,u+ss*(r+.15),.025,base+(j+.5)*(spring-base)/n,.30,.34,(spring-base)/n-.013,0,.02)
 for j in range(samples):
  a=-r+2*r*j/samples;b=-r+2*r*(j+1)/samples;za=top(a);zb=top(b)
  # ring rises vertically at crown; near the spring it broadens horizontally.
  oa=a*(1+.27/r);ob=b*(1+.27/r)
  profile([(u+a,za),(u+b,zb),(u+ob,zb+.27),(u+oa,za+.27)],(-.15,.19),mp,0)
 # Fill the spandrels between rectangular wall cut and arch in matching masonry.
 for j in range(samples):
  a=-r+2*r*j/samples;b=-r+2*r*(j+1)/samples
  profile([(u+a,top(a)),(u+b,top(b)),(u+b,spring+rise+.02),(u+a,spring+rise+.02)],(-.18,-.005),mp,0)
 if not shop:
  n=round(w/.17)
  for j in range(n):
   a=-r+w*j/n+.005;b=-r+w*(j+1)/n-.005
   profile([(u+a,base),(u+b,base),(u+b,top(b)-.03),(u+a,top(a)-.03)],(-.26,-.16),mp,1,(1,.9,.77))
  for zz in [base+.38,spring-.25]:
   lbox(mp,u,-.105,zz,w*.93,.045,.065,6,.008)
   for j in range(9):cyl(mp(u-w*.43+j*w*.1075,-.078,zz),mp(u-w*.43+j*w*.1075,-.052,zz),.021,6,6)
  for ss in [-1,1]:tube([mp(u+ss*.18+.064*math.sin(t*math.tau/12),-.085,1.05+.09*math.cos(t*math.tau/12)) for t in range(13)],.018,6,6)
 else:
  for j in range(round(w/.20)):lbox(mp,u-w/2+(j+.5)*w/round(w/.20),-.24,.66,w/round(w/.20)-.008,.10,.92,1,.01)
  lbox(mp,u,.14,.98,w+.20,.55,.16,0,.02)
 return spring+rise

def corbel(mp,u,z,projection=.30,stone=False):
 # Carved concave console: top bears the jetty, lower heel keys into the wall.
 poly=[(0,z-.61),(.12,z-.61),(.15,z-.44),(.22,z-.32),(projection+.10,z-.20),(projection+.13,z-.055),(0,z-.055)]
 # Extrude sideways, using local depth as profile horizontal coordinate.
 profile(poly,(-.115,.115),lambda d,side,zz:mp(u+side,d,zz),0 if stone else 1)
 for zz,depth in [(z-.14,projection+.06),(z-.25,.21)]:lbox(mp,u,depth/2,zz,.27,depth,.065,0 if stone else 1,.01)

def framing(mp,width,z0,z1,bays,rich=False):
 for z,h in [(z0+.08,.22),(z0+.29,.075),(z1-.10,.20)]:lbox(mp,0,.055,z,width-.03,.24,h,1,.018)
 xs=[-width/2+.14+i*(width-.28)/bays for i in range(bays+1)]
 for i,x in enumerate(xs):lbeam(mp,x,z0+.18,x+(.025*math.sin(i*7+HOUSE) if i not in [0,bays] else 0),z1-.16,.055,.19,.20)
 for i in range(bays):
  a,b=xs[i]+.09,xs[i+1]-.09
  if i%2==0:lbeam(mp,a,z0+.35,a+(b-a)*.35,z0+1.15,.062,.135,.15)
  else:lbeam(mp,b,z0+.35,b-(b-a)*.35,z0+1.15,.062,.135,.15)
  if rich:
   for s in [-1,1]:lbeam(mp,(a+b)/2,z0+.32,(a+b)/2+s*(b-a)*.28,z0+.62,.083,.07,.085)
 for x in xs:corbel(mp,x,z0,.24)
 return [(a+b)/2 for a,b in zip(xs,xs[1:])]

def quoins(height):
 for sx in [-1,1]:
  for yy in [0,D]:
   for i in range(math.ceil(height/.43)):
    h=min(.416,height-i*.43)
    if h<=0:continue
    a,b=(.46,.25) if i%2 else (.28,.49)
    box((sx*(W/2-a/2),yy+(b/2 if yy==0 else -b/2),i*.43+h/2),(a,b,h),0,.022)

def foundation():
 box((0,D/2,-.69),(W,D,1.62),0,.018)
 # Low plinth course, exact width; soil-contact aging continues below grade.
 for yy in [0,D]:
  for i in range(math.ceil(W/.67)):
   n=math.ceil(W/.67);box((-W/2+(i+.5)*W/n,yy+(.09 if yy==0 else -.09),.13),(W/n-.008,.18,.26),0,.019)
# Roofs use individual clipped plates, not tiled boxes. Slightly concave courses
# follow a settled ridge; every dormer removes the underlying roof region.
def roof_plate(vs,m,tint):
 # Four sided plate, closed solid, 12 triangles; subtly bent upper face.
 lower=[Vector(p)-Vector((0,0,.033)) for p in vs];add(lower+list(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)],m,tint)
def roof(gable,eave,rise,frontjet=0,mat=3,dormers=None,worn=False):
00:25.190  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/lineup.png'
/root/fal-author/medieval-hero-houses-v1/build_kit.py:787: 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=(.48,.48,.48,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.82
00:32.028  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/clay_lineup.png'
RENDERS_COMPLETE
BUILD_COMPLETE

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/bin/bash -lc 'cp build_kit.py build_kit_r0.py' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc "cp final_1.png revision0_merchant.png
cat > REVIEW_SCOPE.md <<'EOF'
Authored game-mesh reconstruction of sheet_a/b/c; target detail/age: ../breton-stone-house-v2/final.png. Metres, Y-up export, front +Z; photographic Poly Haven CC0 shared shelf.
Cameras: 1920x1080 three-quarter front for every house; rear check and close merchant/tower detail; street lineup and identical clay view; imported GLB is the render source.
Budget: 30–70k triangles per house, <=350k total, <=25 MB GLB, <=10 shared materials, base/normal <=1024 and ORM512. Target <=9 material draws per house. Actual runtime counters are measured separately from offline estimates.
Three revision cap, at most two independent critic passes per revision. First merchant export is revision0; geometry-contract and material corrections are revision1.
Outputs: medieval-hero-houses.glb, final_1..6.png, lineup.png, clay_lineup.png, nodes.json, NOTES.md, audit evidence. No claim of Forge in-game integration without an actual runtime capture.
EOF
cat > /tmp/patch_medieval.py <<'PY'
from pathlib import Path
p=Path('build_kit.py');s=p.read_text()
# Beam came geometry: narrow metal strips do not need a full bevel.
s=s.replace(\"m,min(.018,w*.11),(b-a)\",\"m,(0 if w<.03 else min(.018,w*.11)),(b-a)\")
# Restrained plaster grain, distinct local patina is provided by vertex colours.
s=s.replace(\"if name=='Rubble':\", \"if name=='Plaster':\\n   col=mix(nt,1,mathn(nt,'ADD',mathn(nt,'MULTIPLY',bw.outputs[0],.43),.76),(*tint,1),'MULTIPLY')\\n  if name=='Rubble':\")
# Roof ridge gap: cap underside meets roof at its outer edge.
s=s.replace(\"+.07+.13*math.sin(th)\",\"-.15+.26*math.sin(th)\")
# Beam braces remain below the window ledge.
s=s.replace(\"z0+1.15,.062\", \"z0+.65,.062\")
s=s.replace(\"for i in range(4):\\n   a=-4.84+i*2.5;b=a+2.25\\n   if i%2:lbeam(fm,a,z+.32,b,z+2.3,.069,.145,.17)\\n   else:lbeam(fm,b,z+.32,a,z+2.3,.069,.145,.17)\",\"for i in range(4):\\n   a=-4.84+i*2.5;b=a+2.25\\n   lbeam(fm,a,z+.30,(a+b)/2,z+.69,.069,.13,.17)\\n   lbeam(fm,b,z+.30,(a+b)/2,z+.69,.069,.13,.17)\")
# Closed jetty sides; underside boards give a coherent bearing plane.
s=s.replace(\"parties(4);rear(4);quoins(3)\",\"jetty_returns(4,.20);parties(4);rear(4);quoins(3)\")
s=s.replace(\"parties(3);rear(3);quoins(3)\",\"jetty_returns(3,.19 if HOUSE==2 else .18);parties(3);rear(3);quoins(3)\")
s=s.replace(\"parties(2);rear(2);quoins(3)\",\"jetty_returns(2,.18);parties(2);rear(2);quoins(3)\")
# Real hole in the attic wall, no beam through the opening.
s=s.replace(\"wall(gm,width,eave,eave+rise-.04,[],5 if HOUSE==4 else 2,.34,exact=not gable,gable=1)\",\"attic=[(-.35,.35,eave+.48,eave+1.51)] if gable and end==-1 and HOUSE in [1,4,6] else []\\n  wall(gm,width,eave,eave+rise-.04,attic,5 if HOUSE==4 else 2,.34,exact=not gable,gable=1)\")
s=s.replace(\"lbeam(gm,0,eave,0,eave+rise-.10,.02,.18,.20)\",\"if attic:\\n   lbeam(gm,0,eave,0,eave+.36,.02,.18,.20);lbeam(gm,0,eave+1.67,0,eave+rise-.10,.02,.18,.20)\\n  else:lbeam(gm,0,eave,0,eave+rise-.10,.02,.18,.20)\")
# Earlier Gothic sweep direction was ascending inward but off-plane? Keep readable broad sweeps.
s=s.replace(\"tube(points,.075,1,6)\",\"tube(points,.10,1,8)\")
# Arched blocks get real separated joints.
s=s.replace(\"a=-r+2*r*j/samples;b=-r+2*r*(j+1)/samples;za=top(a);zb=top(b)\",\"a=-r+2*r*j/samples+.007;b=-r+2*r*(j+1)/samples-.007;za=top(a);zb=top(b)\")
# Light stone block variation, same shared granite.
s=s.replace(\"],(-.15,.19),mp,0)\",\"],(-.15,.19),mp,0,(random.uniform(.79,1),)*3)\")
# Wall-return extension function before parties.
pos=s.index('def parties(')
s=s[:pos]+'''def jetty_returns(storeys,step):
 for floor in range(1,storeys):
  z=3+(floor-1)*2.6;j=floor*step
  for side in [-1,1]:
   mp=lambda u,d,h,side=side,j=j:(side*(W/2+d),-j/2+side*u,h)
   wall(mp,j,z,z+2.6,[],2,.18,exact=True)
   box((side*(W/2-.08),-j/2,z+.08),(.16,j,.19),1,.012)
  box((0,-j/2,z+.035),(W-.08,j,.07),1,.008)

def ashlar(mp,width,z0,z1,holes):
 for row in range(math.ceil((z1-z0)/.38)):
  lo=z0+row*.38;hi=min(z1,lo+.38)
  for a,b in intervals(-width/2,width/2,(lo+hi)/2,[(a-.10,b+.10,c-.04,d+.04) for a,b,c,d in holes]):
   n=max(1,round((b-a)/.58))
   for k in range(n):
    aa=a+(b-a)*k/n;bb=a+(b-a)*(k+1)/n
    lbox(mp,(aa+bb)/2,.018,(lo+hi)/2,bb-aa-.014,.07,hi-lo-.017,0,.012,(random.uniform(.78,1),)*3)

''' +s[pos:]
s=s.replace(\"wall(mp,W,.12,3,holes,0,.34)\",\"wall(mp,W,.12,3,holes,0,.34);ashlar(mp,W,.12,3,holes)\")
# Remove nonsensical tiny exposed islands. Give party wall true eroded plaster over a whole stone wall.
a=s.index('def parties(');b=s.index('\\nROOTS=',a)
s=s[:a]+'''def parties(storeys,stone=False):
 height=3+(storeys-1)*2.6
 for side in [-1,1]:
  mp=side_at(side)
  wall(mp,D,.12,height,[],5,.31,exact=True,tint=(.87,.90,.87))
  if not stone:wall(mp,D,.12,height,[],2,.22,exact=True,tint=(1.03,1.05,1.01))
''' +s[b:]
s=s.replace(\"r=(relief(u,z)*.075 if m==5 else .009*noise(Vector((u*3,z*3,HOUSE))))\\n      d=-.08+r if exact else r\", \"r=(relief(u,z)*.060 if m==5 else .006*noise(Vector((u*3,z*3,HOUSE))))\\n      d=(-.062+r if m==5 else -.008+r*.45) if exact else r\")
s=s.replace(\"coords=[(ua,za),(ub,za),(tb,zb),(ta,zb)]\", \"coords=[(ua,za),(ub,za),(tb,zb),(ta,zb)]\\n     if exact and m==2:\\n      uc=(ua+ub)*.5;zc=(za+zb)*.5;edge=width/2-abs(uc)\\n      rough=noise(Vector((uc*1.9,HOUSE*.53,zc*1.7)))\\n      erosion=(edge<.32+.25*rough or zc<.48+.75*(.5+.5*noise(Vector((uc*.8,HOUSE,1)))) or (edge<1.55 and rough>.26 and zc<3.2))\\n      if erosion:continue\")
# Actual variation in roof edges breaks mechanical repeats without holes.
s=s.replace(\"coords=[(a+.005,va),(b-.005,va),(b-.005,vb),(a+.005,vb)]\", \"chip=random.uniform(.0,.026);coords=[(a+.005,va-s*chip),(b-.005,va+s*random.uniform(-.018,.018)),(b-.005,vb),(a+.005,vb)]\")
# Merchant richer attic carving put in front of gable plane.
s=s.replace(\"points=[gm(ss*(width*.43)*(1-t)**.70,.14\", \"points=[gm(ss*(width*.43)*(1-t)**.70,.24\")
# Do not force broad braces through rear window apertures.
s=s.replace(\"z+2.35,.02,.14,.17)\",\"z+.58,.02,.14,.17)\")
p.write_text(s)
PY
python /tmp/patch_medieval.py
python -m py_compile build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc "python3 /tmp/patch_medieval.py
python3 -m py_compile build_kit.py
sed -n '172,194p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
  bm.verts.ensure_lookup_table();bm.verts.index_update();BOX_CACHE[key]=([v.co.copy() for v in bm.verts],[tuple(v.index for v in f.verts) for f in bm.faces]);bm.free()
 vs,fs=BOX_CACHE[key];c=Vector(c);vs=[(rot@v if rot else v)+c for v in vs];add(vs,fs,m,tint)
def beam(a,b,w=.16,d=None,m=1,tint=(1,1,1)):
 a=Vector(a);b=Vector(b);box((a+b)/2,(w,d or w,(b-a).length),m,(0 if w<.03 else min(.018,w*.11)),(b-a).to_track_quat('Z','Y').to_matrix(),tint)
def cyl(a,b,r,m=6,n=8,r2=None,tint=(1,1,1)):
 a=Vector(a);b=Vector(b);q=(b-a).to_track_quat('Z','Y');r2=r if r2 is None else r2
 vs=[a+q@Vector((r*math.cos(i*math.tau/n),r*math.sin(i*math.tau/n),0)) for i in range(n)]+[b+q@Vector((r2*math.cos(i*math.tau/n),r2*math.sin(i*math.tau/n),0)) 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)];add(vs,fs,m,tint,smooth=True)
def tube(ps,r,m=6,n=6,tint=(1,1,1)):
 for a,b in zip(ps,ps[1:]):cyl(a,b,r,m,n,tint=tint)
def profile(poly,depth,mp,m,tint=(1,1,1)):
 vs=[mp(u,d,z) for d in depth for u,z 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)];add(vs,fs,m,tint)
def lbox(mp,u,d,z,w,t,h,m=1,bev=.015,tint=(1,1,1)):
 c=Vector(mp(u,d,z));ex=Vector(mp(u+1,d,z))-c;ey=Vector(mp(u,d+1,z))-c;rot=Matrix((ex,ey,Vector((0,0,1)))).transposed();box(c,(w,t,h),m,bev,rot,tint)
def lbeam(mp,u0,z0,u1,z1,d=.055,w=.16,depth=.17,m=1,tint=(1,1,1)):
 beam(mp(u0,d,z0),mp(u1,d,z1),w,depth,m,tint)
# A facade maps u across, d outwards, z up. Every side outer plane remains exact.
def front_at(j=0):return lambda u,d,z:(u,-j-d,z)
def back_at():return lambda u,d,z:(-u,D+d,z)
def side_at(s):return lambda u,d,z:(s*(W/2+d),D/2+s*u,z)
# Registered masonry relief (same scan and same two-metre UV as the material).
disp=bpy.data.images.load(str(TEX/'rock_wall_09_disp_1k.jpg'));disp.colorspace_settings.name='Non-Color';DW,DH=disp.size
DISP=np.asarray(disp.pixels[:],dtype=np.float32).reshape(DH,DW,4)[:,:,0]

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/bin/bash -lc "sed -n '414,466p' build_kit.py; sed -n '720,762p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
    th=math.pi*i/6;verts.append(mp(u,.16*math.cos(th),eave+rise+sag(u)-.15+.26*math.sin(th)))
  faces=[tuple(range(6,-1,-1)),tuple(range(7,14))]+[(i,i+1,i+8,i+7) for i in range(6)]+[(0,7,13,6)]
  add(verts,faces,mat,(.8,.81,.79))
 for u in [-length/2,length/2]:
  for s in [-1,1]:beam(mp(u,s*span,zz(u,s*span)-.005),mp(u,0,zz(u,0)+.08),.12,.16,1)
 # Gables close roof ends. Merchant uses rich front infill, others plain party walls.
 for end in [-1,1]:
  u=end*(length/2-.14)
  if gable:
   jm=frontjet if end==-1 else 0
   gm=(lambda v,d,z:(v,-jm-d,z)) if end==-1 else (lambda v,d,z:(-v,D+d,z))
   width=W
  else:
   gm=lambda v,d,z,end=end:(end*(W/2+d),center+end*v,z)
   width=D+frontjet
  attic=[(-.35,.35,eave+.48,eave+1.51)] if gable and end==-1 and HOUSE in [1,4,6] else []
  wall(gm,width,eave,eave+rise-.04,attic,5 if HOUSE==4 else 2,.34,exact=not gable,gable=1)
  lbeam(gm,-width/2+.1,eave+.05,0,eave+rise-.10,.025,.16,.19)
  lbeam(gm,0,eave+rise-.10,width/2-.1,eave+.05,.025,.16,.19)
  if attic:
   lbeam(gm,0,eave,0,eave+.36,.02,.18,.20);lbeam(gm,0,eave+1.67,0,eave+rise-.10,.02,.18,.20)
  else:lbeam(gm,0,eave,0,eave+rise-.10,.02,.18,.20)
  if gable and end==-1:
   for x in [-width*.26,width*.26]:lbeam(gm,x,eave,x,eave+rise*(1-abs(x)/(width/2))-.12,.02,.15,.18)
   if HOUSE==1:
    # Gothic ogee-like braces assembled as continuous sweeps.
    for ss in [-1,1]:
     points=[gm(ss*(width*.43)*(1-t)**.70,.24,eave+.25+(rise-.42)*t) for t in [i/16 for i in range(17)]]
     tube(points,.10,1,8)
     for k in range(3):lbeam(gm,ss*(.6+k*.5),eave+rise-1.15-k*.60,ss*(1.0+k*.54),eave+rise-1.0-k*.60,.16,.043,.055)
   if HOUSE in [1,4,6]:window(gm,0,eave+.48,.70,1.03,stone=HOUSE==4)
 for du,s in dormers:
  # Front normal is outward along v. Dormer cheek wedges terminate in main roof.
  dm=lambda x,d,z,du=du,s=s:mp(du+x,s*(df+d),z)
  for side in [-1,1]:
   u=du+side*dw/2;vback=s*max(.15,span*(1-(de-eave)/rise))
   vs=[mp(u-.055,s*df,zz(u,s*df)-.02),mp(u+.055,s*df,zz(u,s*df)-.02),mp(u-.055,s*df,de),mp(u+.055,s*df,de),mp(u-.055,vback,de),mp(u+.055,vback,de)]
   add(vs,[(0,1,3,2),(2,3,5,4),(0,4,5,1),(0,2,4),(1,5,3)],2)
  bottom=de-1.45
  for side in [-1,1]:lbox(dm,side*.60,0,bottom+.71,.18,.20,1.43,1,.016)
  lbox(dm,0,.02,de-.03,1.42,.26,.18,1,.017)
  profile([(-.70,de),(.70,de),(0,de+dr)],(-.12,.05),dm,2)
  window(dm,0,bottom+.12,.84,1.15)
  for side in [-1,1]:lbeam(dm,side*.79,de-.03,0,de+dr+.04,.10,.095,.14)
  # Dormer roof slopes intersect and end at the main roof, including decking.
  for side in [-1,1]:
   for row in range(5):
    xa=side*.79*(1-row/5);xb=side*.79*(1-(row+1)/5)
    for j in range(math.ceil(df/.30)):
     va=df+.16-j*.30;vb=max(0,va-.31)
     z0=de+dr*(1-abs(xa)/.79);z1=de+dr*(1-abs(xb)/.79)
     if (z0+z1)/2<zz(du+(xa+xb)/2,s*(va+vb)/2):continue
     vs=[Vector(mp(du+xa,s*va,z0+.06)),Vector(mp(du+xa,s*vb,z0+.06)),Vector(mp(du+xb,s*vb,z1+.04)),Vector(mp(du+xb,s*va,z1+.04))]
  fs=[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
  add(vs,fs,5 if za<1.08 else 2,(.80,.80,.66),smooth=True)
 # Oven mouth is dark and inset, with actual arched stone lip.
 ovenmp=lambda x,d,z:mp(u+x,cy+r*.91+d,z)
 arch(ovenmp,0,.74,1.27,base=1.01,shop=True)
 # Overlay black mouth within the stone arch, no opening through the house.
 profile([(-.35,1.01),(.35,1.01),(.35,1.27)]+[(.35*math.cos(t*math.pi/12),1.27+.35*math.sin(t*math.pi/12)) for t in range(1,13)],(-.09,-.08),ovenmp,7,(.05,.045,.04))
 lbox(ovenmp,0,.02,1.01,.94,.37,.10,0,.018)
 # Conical little roof, individual annular wedge tiles in overlapping courses.
 for j in range(8):
  ra=1.16*(1-j/9);rb=1.16*(1-(j+1)/9);za=2.04+j*.135;zb=za+.16;nn=max(9,round(ra*math.tau/.23))
  for i in range(nn):
   a=(i+(j%2)*.5)*math.tau/nn;b=(i+1+(j%2)*.5)*math.tau/nn-.009
   vs=[Vector(mp(u+rr*math.cos(t),cy+rr*math.sin(t),zz)) for rr,zz,t in [(ra,za,a),(ra,za,b),(rb,zb,b),(rb,zb,a)]];roof_plate(vs,3,(.81,.82,.67))
 cyl(mp(u,cy,3.07),mp(u,cy,3.27),.15,0,8,r2=.06)
 z=3;fm=front_at(.16);xs=[-1.62,1.46];holes=[(x-.42,x+.42,z+.82,z+2.12) for x in xs]
 wall(fm,W,z,z+2.6,holes,2,.34);framing(fm,W,z,z+2.6,3)
 for x in xs:window(fm,x,z+.82,.84,1.30)
 for ss in [-1,1]:lbeam(fm,ss*2.83,z+.25,ss*1.92,z+2.36,.06,.15,.18)
 jetty_returns(2,.18);parties(2);rear(2);quoins(3);roof(True,EAVE,3.23,.16,3)
 chimney(-1.96,1.94,EAVE+1.53,False,2.95)
 # Bakers' rounds on hatch shelf, baskets represented with shared oak surface.
 for x in [1.13,1.56,1.98]:cyl(mp(x,.47,1.02),mp(x,.47,1.14),.15,2,12,r2=.12,tint=(.85,.59,.28))
 return .125

def finish_house(num,doorx,slot):
 root=bpy.data.objects.new(NAMES[num],None);bpy.context.collection.objects.link(root);root.location=(14*slot,0,0);root.empty_display_type='PLAIN_AXES'
 obs=[]
 for m,geo in G.items():
  if geo.f:obs.append(geo.finish(root))
 for name,pos in [('Entrance',(doorx,-.8,0)),('Door',(doorx,0,0))]:
  ob=bpy.data.objects.new(name,None);bpy.context.collection.objects.link(ob);ob.parent=root;ob.location=pos;ob['socket_name']=name;obs.append(ob)
 bpy.context.view_layer.update()
 pts=[Vector(v.co) for o in obs if o.type=='MESH' for v in o.data.vertices]
 def yup(p):return (p.x,p.z,-p.y)
 ps=[yup(p) for p in pts];tris=sum(len(o.data.polygons) for o in obs if o.type=='MESH')
 META[root.name]={'house':num,'width':W,'depth':D,'storeys':SIZES[num][2], 'triangles':tris,'bounding_box':{'min':[round(min(p[i] for p in ps),5) for i in range(3)],'max':[round(max(p[i] for p in ps),5) for i in range(3)]},'root_translation':[14*slot,0,0], 'Entrance':[doorx,0,.8],'Door':[doorx,0,0]}
 ROOTS.append(root);EXPORT_OBS.extend([root]+obs)
 print('HOUSE_COMPLETE',num,tris,flush=True)

def export_kit():
 bpy.ops.object.select_all(action='DESELECT')
 for o in EXPORT_OBS:o.select_set(True)

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/bin/bash -lc "cat > /tmp/patch_medieval2.py <<'PY'
from pathlib import Path
p=Path('build_kit.py');s=p.read_text()
s=s.replace(\"(width*.43)*(1-t)**.70\",\"(width*.40)*(1-t)**1.38\")
s=s.replace(\"if not shop:\\n  n=round(w/.17)\",\"if not shop or HOUSE==1:\\n  n=round(w/.17)\")
s=s.replace(\"arch(mp,-2.5,1.5,1.78,pointed=True);arch(mp,1.35,3.8,.87,shop=True)\",\"arch(mp,-2.5,1.5,1.78,pointed=True);arch(mp,1.35,3.8,.87,shop=True)\\n lbox(mp,1.35,.14,.70,4.0,.48,.17,0,.018)\")
s=s.replace(\"self.uv.append([uvfun(v) if uvfun else (v[ij[0]]/2,v[ij[1]]/2) for v in vv])\", \"if isinstance(uvfun,tuple):\\n    inv,origin,longaxis,offset=uvfun;local=[inv@(v-origin) for v in vv];ln=(local[1]-local[0]).cross(local[2]-local[0]);normalaxis=max(range(3),key=lambda k:abs(ln[k]));across=next((k for k in range(3) if k not in [normalaxis,longaxis]),(longaxis+1)%3)\\n    self.uv.append([(v[across]/2+offset[0],v[longaxis]/2+offset[1]) for v in local])\\n   else:self.uv.append([uvfun(v) if uvfun else (v[ij[0]]/2,v[ij[1]]/2) for v in vv])\")
s=s.replace(\"vs,fs=BOX_CACHE[key];c=Vector(c);vs=[(rot@v if rot else v)+c for v in vs];add(vs,fs,m,tint)\",\"vs,fs=BOX_CACHE[key];c=Vector(c);vs=[(rot@v if rot else v)+c for v in vs]\\n uv=None\\n if m==1:\\n  factor=.88+.18*(.5+.5*math.sin(c.x*14+c.y*7+c.z*11));tint=tuple(a*factor for a in tint)\\n  uv=((rot.inverted() if rot else Matrix.Identity(3)),c,max(range(3),key=lambda k:size[k]),(math.sin(c.x*13+c.y*8)*4,math.cos(c.z*6)*4))\\n add(vs,fs,m,tint,uv)\")
# Stronger local low-roof moss, preserving stone slate hue away from damp areas.
s=s.replace(\"*(.8 if j<rows*.65 else .38)\",\"*(1.8 if j<rows*.35 else .52)\")
s=s.replace(\"tint=(tint[0]*(1-.40*moss),tint[1],tint[2]*(1-.64*moss))\", \"tint=(tint[0]*(1-.48*moss),min(1.0,tint[1]*(1+.18*moss)),tint[2]*(1-.80*moss))\")
# Broad rain runoff under the eave rather than ubiquitous noise.
s=s.replace(\"f*=1-foot-.12*streak\", \"f*=1-foot-.06*streak\\n  if abs(x)>W/2-.16:\\n   rain=math.exp(-((y-.35)/.26)**2)+.65*math.exp(-((y-D+.45)/.32)**2)\\n   f*=1-.25*min(1,rain)*(max(0,min(1,(EAVE-z)/2)))*math.exp(-max(0,EAVE-z)*.11)\")
p.write_text(s)
PY
python3 /tmp/patch_medieval2.py
python3 -m py_compile build_kit.py
scp build_kit.py gex44:/root/fal-author/medieval-hero-houses-v1/build_kit.py
ssh gex44 'rm -f /root/fal-author/medieval-hero-houses-v1/baked/Plaster_BaseColor.jpg /root/fal-author/medieval-hero-houses-v1/baked/Plaster_Normal.jpg /root/fal-author/medieval-hero-houses-v1/baked/Plaster_ORM.jpg'
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/build_kit.py -- --count 2 --checks' > revision1.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
codex
I’ve replaced the isolated stone patches with connected plaster loss over rubble, aligned oak grain to each beam, and added real joints to the dressed stone arches. The merchant’s attic carving and shutters are also being corrected. The next export includes the merchant and shop, with front and rear checks.
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/bin/bash -lc "rg --files /home/claude-agent/forge-build | rg '(audit_glb|render.*glb|glb.*viewer|browser.*shot|package.json)"'$'"' | head -45" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 839ms:
/home/claude-agent/forge-build/skate-model-20261001/noon/package.json
/home/claude-agent/forge-build/skate-model-20261001/noon/vendor/forge-telemetry/package.json
/home/claude-agent/forge-build/ikea-bridge-20260927/package.json
/home/claude-agent/forge-build/inkwave-kit-20260926/packs/_game-kit/tests/package.json
/home/claude-agent/forge-build/inkwave-kit-20260926/packs/_sound-kit/package/package.json
/home/claude-agent/forge-build/inkwave-kit-20260926/packs/fps-explorer/package/package.json
/home/claude-agent/forge-build/inkwave-kit-20260926/packs/fps-explorer/package.json
/home/claude-agent/forge-build/inkwave-kit-20260926/packs/arcade-driving/package/package.json
/home/claude-agent/forge-build/voice-input-20261001/voice-client/package.json
/home/claude-agent/forge-build/ace-machine-20261004/game/package.json
/home/claude-agent/forge-build/ace-machine-20261004/game/vendor/forge-telemetry/package.json
/home/claude-agent/forge-build/room-fit-pack/package/package.json
/home/claude-agent/forge-build/room-fit-pack/package.json
/home/claude-agent/forge-build/blackout-burn-spike-20261003/game/package.json
/home/claude-agent/forge-build/blackout-burn-spike-20261003/game/vendor/forge-telemetry/package.json
/home/claude-agent/forge-build/driftfleet-20261004/game/package.json
/home/claude-agent/forge-build/driftfleet-20261004/game/vendor/forge-telemetry/package.json
/home/claude-agent/forge-build/omg-cast-20260929/tools/cast/real/football-qa/package.json
/home/claude-agent/forge-build/omg-cast-20260929/tools/cast/real/tennis-qa/package.json
/home/claude-agent/forge-build/omg-cast-20260929/tools/cast/real/paddle-qa/package.json
/home/claude-agent/forge-build/fge-rpghd-root/tools/pack-glb/package.json
/home/claude-agent/forge-build/voice-input-20261001/snap/factory-ui/package.json
/home/claude-agent/forge-build/omg-mobile-20261005/engine/forge_engine/substrate/templates/fable-site/package.json
/home/claude-agent/forge-build/omg-cast-20260929/peak-shred/package.json
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/home/claude-agent/forge-build/omg-mobile-20261005/engine/tests/gate_regressions/game_sound_model/kickdeck_before/package.json
/home/claude-agent/forge-build/omg-mobile-20261005/engine/tests/gate_regressions/game_sound_model/fixed/package.json
/home/claude-agent/forge-build/omg-mobile-20261005/engine/tests/gate_regressions/game_sound_model/silent_2d/package.json
/home/claude-agent/forge-build/forge-game-engine/tools/paint-skin/package.json
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/home/claude-agent/forge-build/vehicle-model-20260930/work/forge_engine/substrate/templates/fable-site/package.json
/home/claude-agent/forge-build/vehicle-model-20260930/work/substrate/packs/_game-kit/tests/package.json
/home/claude-agent/forge-build/heat-guard-20260929/work/substrate/packs/_game-kit/tests/package.json
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/home/claude-agent/forge-build/caldera-paddle-20261002/adopt/game/package.json

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/bin/bash -lc 'tail -12 revision1.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
23:46:19 | INFO: Blender create Mesh node House_merchant_Slate
23:46:19 | INFO: Blender create Mesh node House_shop_Brick
23:46:19 | INFO: Blender create Mesh node House_shop_Glass
23:46:19 | INFO: Blender create Mesh node House_shop_Granite
23:46:19 | INFO: Blender create Mesh node House_shop_Iron
23:46:19 | INFO: Blender create Mesh node House_shop_Oak
23:46:19 | INFO: Blender create Mesh node House_shop_Plaster
23:46:20 | INFO: Blender create Mesh node House_shop_Rubble
23:46:20 | INFO: Blender create Mesh node House_shop_Tile
23:46:20 | INFO: glTF import finished in 0.38s
/root/fal-author/medieval-hero-houses-v1/build_kit.py:796: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55

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/bin/bash -lc "rg 'HOUSE_COMPLETE|EXPORT|Assertion|Error' revision1.log; rg --files ../medieval-walls-v1/qa | head -15; sed -n '640,725p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
00:00.425  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
HOUSE_COMPLETE 1 77942
EXPORTED 1 houses 77942 triangles 8905008 bytes
HOUSE_COMPLETE 2 45432
EXPORTED 2 houses 123374 triangles 14032556 bytes
../medieval-walls-v1/qa/settlement-render.mjs
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../medieval-walls-v1/qa/node_modules/playwright/NOTICE
../medieval-walls-v1/qa/node_modules/playwright/LICENSE
../medieval-walls-v1/qa/node_modules/playwright/index.js
../medieval-walls-v1/qa/node_modules/playwright/test.d.ts
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 profile([(-.45,4.36),(.45,4.36),(.41,3.52),(0,3.30),(-.41,3.52)],(.06,.07),sm,2,(.30,.25,.12))
 # Painted emblems made from shallow colored geometry using shared plaster shelf.
 for side in [-1,1]:
  dd=side*.074
  profile([(-.29,4.12),(-.33,4.30),(-.15,4.22),(0,4.36),(.15,4.22),(.33,4.30),(.29,4.12)],(dd,dd+side*.005),sm,2,(1,.76,.24))
  tube([sm(.22*math.sin(i*math.tau/16),dd,3.73+.25*math.cos(i*math.tau/16)) for i in range(17)],.065,2,6,(.22,.42,.11))
 # Lantern at the main entrance, visible attached hook and cage.
 u=.98;cyl(mp(u,.02,2.62),mp(u,.39,2.62),.025,6,8)
 tube([mp(u,.39+.09*math.sin(i*math.pi/12),2.54+.09*math.cos(i*math.pi/12)) for i in range(13)],.018,6)
 lbox(mp,u,.39,2.23,.23,.22,.38,7,.007,tint=(1,.75,.32))
 for ss in [-1,1]:
  for dd in [.28,.50]:beam(mp(u+ss*.12,dd,2.04),mp(u+ss*.12,dd,2.44),.020,.02,6)
 for zz in [2.03,2.44]:lbox(mp,u,.39,zz,.29,.28,.045,6,.008)
 cyl(mp(u,.39,2.45),mp(u,.39,2.57),.20,6,4,r2=.055)

def joiner():
 begin_house(5);mp=front_at();holes=[(-2.98,.35,.14,2.63),(1.04,2.74,.14,2.63)]
 wall(mp,W,.12,3,holes,2,.36)
 # Posts mortised into stone shoes support workshop lintel.
 for x in [-3.32,.64,3.30]:
  lbox(mp,x,.015,.23,.32,.34,.46,0,.018);lbeam(mp,x,.46,x,2.88,.025,.21,.28)
 lbox(mp,0,.035,2.81,W,.32,.32,1,.022)
 # Upward-hinged plank shutter canopy, supported by iron stays.
 for a,b in [(-2.98,.35),(1.04,2.74)]:
  n=math.ceil((b-a)/.24)
  for j in range(n):box(mp(a+(j+.5)*(b-a)/n,.57,2.64),((b-a)/n-.009,1.15,.10),1,.01,Matrix.Rotation(math.radians(-10),3,'X'),(1,.94,.79))
  for x in [a+.18,b-.18]:beam(mp(x,.03,1.91),mp(x,1.08,2.53),.029,.033,6)
 # Dark room planes already close the apertures at .4m. Interior bench is in front of backing.
 lbox(mp,-1.31,-.16,.95,2.73,.40,.13,1,.018,tint=(1,.91,.70))
 for x in [-2.37,-.25]:lbeam(mp,x,.13,x,.89,-.15,.12,.15)
 for z in [1.53,2.04]:lbox(mp,-1.32,-.31,z,2.58,.12,.10,1,.009)
 for x in [-2.3,-1.75,-1.12,-.52]:
  lbeam(mp,x,1.54,x+.06,1.96,-.22,.045,.06)
  lbox(mp,x+.06,-.20,1.90,.23,.075,.10,0,.008)
 # Leaning stock boards stay within the facade's frontage and project <1.8 m.
 for i in range(5):
  x=2.92+(i%2)*.16
  beam(mp(x,.83+i*.09,.03),mp(x-.15,.18,1.48+i*.13),.13,.055,1,(1,.97,.84))
 for u,w in [(-1.30,3.25),(1.90,1.66)]:
  for k in range(2):lbox(mp,u,.35+k*.33,.055+(1-k)*.08,w+.1,.56+k*.38,.11+(1-k)*.16,0,.024)
 z=3;fm=front_at(.21);xs=[-1.78,1.64];holes=[(x-.53,x+.53,z+.85,z+2.13) for x in xs]
 wall(fm,W,z,z+2.6,holes,2,.36);framing(fm,W,z,z+2.6,4)
 for x in xs:window(fm,x,z+.85,1.06,1.28,shutters=True)
 for ss in [-1,1]:lbeam(fm,ss*3.31,z+.25,ss*2.36,z+2.36,.06,.17,.19)
 jetty_returns(2,.18);parties(2);rear(2);quoins(3);roof(False,EAVE,3.10,.21,3,[(.10,-1)],True)
 return 1.90

def tower():
 begin_house(4);mp=front_at();holes=[(-1.76,-.54,.14,2.52),(.45,1.40,1.03,2.33)]
 for z in [3.75,6.43,9.03]:
  for x in [-1.13,1.13]:holes.append((x-.46,x+.46,z,z+1.33))
 wall(mp,W,.12,EAVE,holes,5,.21);parties(4,True);rear(4,True);quoins(EAVE)
 door(mp,-1.15,1.22,2.38,studded=True);window(mp,.925,1.03,.95,1.30,True)
 for a,b,c,d in holes[2:]:window(mp,(a+b)/2,c,b-a,d-c,True,shutters=True)
 # Second-floor oriel: cantilevered stone box with three mullioned lights.
 # Vertical support consoles curve into the main stone wall.
 om=front_at(.89)
 for x in [-.91,0,.91]:corbel(mp,x,5.99,.83,True)
 lbox(mp,0,.45,6.04,2.52,.95,.20,0,.023)
 lbox(mp,0,.47,6.38,2.30,.89,.52,0,.015)
 for x in [-.80,0,.80]:
  lbox(om,x,.025,6.38,.64,.065,.37,0,.014,tint=(.81,.84,.77))
  tube([om(x+.22*math.sin(t*math.tau/12),.075,6.38+.15*math.cos(t*math.tau/12)) for t in range(13)],.022,0,6)
 lbox(mp,0,.47,6.72,2.50,1.01,.14,0,.024)
 for x in [-.81,0,.81]:window(om,x,6.88,.59,1.54,True)
 for x in [-1.22,1.22]:lbox(mp,x,.47,7.60,.16,.95,1.94,0,.018)
 lbox(mp,0,.49,8.58,2.66,1.10,.18,0,.022)
 # Sloped oriel cap in visible slate courses.
 for j in range(5):
  d=.99-j*.20;z=8.70+j*.13
  for i in range(8):
   x=-1.32+i*.33;roof_plate([Vector(mp(x,d,z)),Vector(mp(x+.324,d,z)),Vector(mp(x+.324,d-.25,z+.15)),Vector(mp(x,d-.25,z+.15))],4,(.85,.90,.85))
 ridge=roof(True,EAVE,3.53,0,4)
 # Tall external chimney keyed into party wall, entirely within exact side plane.
 x=1.96;y=3.85
 box((x,y,7.2),(.72,1.06,13.2),5,.018)
 for k in range(30):box((x+.015,y-.005,.61+k*.43),(.77,1.12,.414),0,.018,tint=(.79,.86,.75))
 chimney(x,y,13.21,True,2.0)
 return -1.15

def bakery():
 begin_house(6);mp=front_at();holes=[(.74,2.51,.83,2.23),(-.35,.60,.14,2.36)]
 wall(mp,W,.12,3,holes,2,.34);door(mp,.125,.95,2.22)
 lbox(mp,1.62,.39,.93,2.02,.90,.13,1,.014)
 for x in [.83,2.42]:beam(mp(x,.025,.38),mp(x,.77,.87),.065,.08,1)
 for i in range(8):box(mp(.77+(i+.5)*1.71/8,.32,2.29),(1.71/8-.007,.68,.065),1,.008,Matrix.Rotation(math.radians(-13),3,'X'))

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
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hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '762,788p' build_kit.py; tail -6 revision1.log; sed -n '1,130p' ../medieval-walls-v1/qa/settlement-render.mjs" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
 for name,pos in [('Entrance',(doorx,-.8,0)),('Door',(doorx,0,0))]:
  ob=bpy.data.objects.new(name,None);bpy.context.collection.objects.link(ob);ob.parent=root;ob.location=pos;ob['socket_name']=name;obs.append(ob)
 bpy.context.view_layer.update()
 pts=[Vector(v.co) for o in obs if o.type=='MESH' for v in o.data.vertices]
 def yup(p):return (p.x,p.z,-p.y)
 ps=[yup(p) for p in pts];tris=sum(len(o.data.polygons) for o in obs if o.type=='MESH')
 META[root.name]={'house':num,'width':W,'depth':D,'storeys':SIZES[num][2], 'triangles':tris,'bounding_box':{'min':[round(min(p[i] for p in ps),5) for i in range(3)],'max':[round(max(p[i] for p in ps),5) for i in range(3)]},'root_translation':[14*slot,0,0], 'Entrance':[doorx,0,.8],'Door':[doorx,0,0]}
 ROOTS.append(root);EXPORT_OBS.extend([root]+obs)
 print('HOUSE_COMPLETE',num,tris,flush=True)

def export_kit():
 bpy.ops.object.select_all(action='DESELECT')
 for o in EXPORT_OBS:o.select_set(True)
 tmp=ROOT/'medieval-hero-houses.candidate.glb'
 bpy.ops.export_scene.gltf(filepath=str(tmp),export_format='GLB',use_selection=True,export_apply=True,export_yup=True,export_image_format='JPEG',export_jpeg_quality=90,export_texcoords=True,export_normals=True,export_vertex_color='ACTIVE',export_materials='EXPORT',export_cameras=False,export_lights=False)
 # glTF node names need not be globally unique. Blender does: normalize socket names in JSON chunk.
 import struct
 data=tmp.read_bytes();jlen,jtyp=struct.unpack_from('<II',data,12);doc=json.loads(data[20:20+jlen]);tail=data[20+jlen:]
 for nd in doc['nodes']:
  if nd.get('name','').split('.')[0] in ['Entrance','Door']:nd['name']=nd['name'].split('.')[0]
 jb=json.dumps(doc,separators=(',',':')).encode();jb+=b' '*((-len(jb))%4);out=struct.pack('<4sII',b'glTF',2,20+len(jb)+len(tail))+struct.pack('<II',len(jb),0x4e4f534a)+jb+tail
 tmp.write_bytes(out);tmp.replace(ROOT/'medieval-hero-houses.glb')
 (ROOT/'nodes.json').write_text(json.dumps(META,indent=2))
 print('EXPORTED',len(ROOTS),'houses',sum(d['triangles'] for d in META.values()),'triangles',len(out),'bytes',flush=True)
 assert len(out)<=25000000,('GLB too large',len(out))
 assert sum(d['triangles'] for d in META.values())<=350000
 notes=[f'Late-medieval French kit: {len(ROOTS)} houses; exact frontage/depth, metre units, +Y up / +Z front; origins at front-wall centre; 1.5 m foundations.',f'{sum(d["triangles"] for d in META.values()):,} triangles; {len(out):,} GLB bytes; {len(CONFIG)} shared PBR materials; COLOR_0 multiplies baked base colour.', 'Poly Haven CC0 texture ids: '+', '.join(sorted(set(c[1] for c in CONFIG)))+'; https://polyhaven.com/license; sources dl.polyhaven.org, jpg/1k.', 'Cycles shared tileable swatch bakes: base/normal <=1024, packed ORM 512; registered 2 m UVs; periodic patina nodes; spatial vertex grime, moss, beam contact shading and plaster/tile tints.', 'Build: Blender 5.2 -b --python-exit-code 1 --python build_kit.py; -- --count N for incremental order 1,2,3,5,4,6; scans/bakes cached beside script; every completed house exports atomically.', 'Deliverable GLB is reimported for Cycles hero/clay/lineup renders; dark recessed rooms are closed; rear facades authored; structural audit and visual review recorded separately.']
23:46:20 | INFO: glTF import finished in 0.38s
/root/fal-author/medieval-hero-houses-v1/build_kit.py:796: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
00:10.698  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_1.png'
00:17.886  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_1.png'
00:25.016  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_2.png'
// Layer 5: Layouts -> three.js. One InstancedMesh per (atom part, material) for the whole batch, per-instance tints on
// paint-slot materials, wall panels as displaced grids (with the openings cut out and a per-building shade in vertex
// colour) and a dark underlay under each roof slope. This and the page are the only files that touch THREE.
//
//   const kit = await loadStyleKit(THREE, { base: '/library/kits/breton/', renderer, GLTFLoader, KTX2Loader });
//   const village = kit.build([{ layout: layout(spec, kit), x: 0, z: 0, yaw: 0 }]);
//   scene.add(village.group);   // village.stats: { buildings, instances, drawCalls, tris, ... }
//
// kit.style is style.json when the kit folder has one (else null); pass { kit: kit.kit, style: kit.style } to layout().

export async function loadStyleKit(THREE, { base, renderer = null, GLTFLoader, KTX2Loader = null, DRACOLoader = null, basisPath = null } = {}) {
  const getJson = async (f, optional) => { const r = await fetch(base + f); if (!r.ok) { if (optional) return null; throw new Error(`${base + f}: ${r.status}`); } return r.json(); };
  const [kitJson, mats, style] = await Promise.all([getJson('kit.json'), getJson('materials.json'), getJson('style.json', true)]);
  const loader = new GLTFLoader();
  if (DRACOLoader && kitJson.draco) loader.setDRACOLoader(new DRACOLoader().setDecoderPath(kitJson.draco));
  const ktx = KTX2Loader && renderer ? new KTX2Loader().setTranscoderPath(basisPath || base + '../../basis/').detectSupport(renderer) : null;
  const texLoader = new THREE.TextureLoader();
  const loadTex = (file, srgb) => new Promise((res, rej) => {
    const l = file.endsWith('.ktx2') ? ktx : texLoader;
    if (!l) return rej(new Error('KTX2 texture but no KTX2Loader/renderer: ' + file));
    l.load(base + file, (t) => { t.wrapS = t.wrapT = THREE.RepeatWrapping; t.colorSpace = srgb ? THREE.SRGBColorSpace : THREE.NoColorSpace; t.anisotropy = 4; res(t); }, undefined, rej);
  });
  // the shelf: one MeshStandardMaterial per material name, textures loaded once
  const shelf = {};
  await Promise.all(Object.entries(mats.materials).map(async ([name, m]) => {
    const [map, normalMap, orm, height] = await Promise.all([loadTex(m.base, true), m.normal ? loadTex(m.normal, false) : null,
      m.orm ? loadTex(m.orm, false) : null, m.height ? loadTex(m.height, false) : null]);
    const mat = new THREE.MeshStandardMaterial({ map, normalMap, aoMap: orm, roughnessMap: orm, metalnessMap: orm,
      roughness: m.roughness ?? 1, metalness: orm ? (m.metalness ?? 1) : (m.metal ? 1 : 0), name });
    if (m.transparent) { mat.transparent = true; mat.opacity = m.opacity ?? 0.6; }
    shelf[name] = mat;
    if (height) {  // the wall material: displaced by the rubble height (only walls use it, atoms never do)
      const wm = mat.clone(); wm.displacementMap = height; wm.displacementScale = m.displacement?.scale ?? 0.105;
      wm.displacementBias = m.displacement?.bias ?? 0.006; wm.name = name + '_wall'; shelf[name + '_wall'] = wm;
    }
  }));
  // walls carry the per-building shade as vertex colour: a vertexColors twin of every wall material (made on demand)
  const shaded = {};
  const wallMat = (name) => {
    const src = shelf[name + '_wall'] || shelf[name] || shelf.Dressed_granite;
    return shaded[src.name] || (shaded[src.name] = Object.assign(src.clone(), { vertexColors: true, name: src.name + '_shaded' }));
  };
  const beamMat = (name) => { const src = shelf[name] || shelf.Dressed_granite; return shaded[src.name + '_beam'] || (shaded[src.name + '_beam'] = Object.assign(src.clone(), { vertexColors: true, name: src.name + '_beam' })); };
  const underlayMat = new THREE.MeshStandardMaterial({ color: 0x1b1e22, roughness: 0.95, metalness: 0, side: THREE.DoubleSide, name: 'underlay' });

  // the kit GLB plus optional add-on GLBs (kit.json `extra_files`, e.g. light roof strips): their nodes join the same table
  const scenes = await Promise.all([kitJson.file || 'kit.glb', ...(kitJson.extra_files || [])].map((f) => loader.loadAsync(base + f)));
  // atom -> list of parts {geometry (in atom frame), material name}
  const atoms = {};
  for (const node of scenes.flatMap((g) => [...g.scene.children])) {
    node.updateMatrixWorld(true);
    const inv = new THREE.Matrix4().copy(node.matrixWorld).invert();
    const parts = [];
    node.traverse((o) => {
      if (!o.isMesh) return;
      for (const [i, g] of splitByMaterial(THREE, o.geometry, o.material)) {
        const geo = g.clone().applyMatrix4(new THREE.Matrix4().multiplyMatrices(inv, o.matrixWorld));
        const mname = ([o.material].flat()[i] || {}).name || 'Dressed_granite';
        parts.push({ geometry: geo, material: mname.replace(/\.\d+$/, '') });
      }
    });
    atoms[node.name] = parts;
  }
  // materials that take a per-instance tint: kit v2 `paint_slots` (array or object), else the style's v1 adapter
  const paintMats = new Set(Array.isArray(kitJson.paint_slots) ? kitJson.paint_slots : Object.keys(kitJson.paint_slots || style?.paint_slots_v1 || {}));
  const kitV2 = (kitJson.atoms || []).some((a) => (a.node_name || a.name) === 'window_std') || !String(kitJson.schema || '').endsWith('v1');
  if (kitV2) { paintMats.clear(); for (const m of Object.keys(style?.paint_slots_v2 || {})) paintMats.add(m); for (const m of Object.keys(mats.materials)) if (/_paint$/.test(m)) paintMats.add(m); }
  if (!paintMats.size && String(kitJson.schema || '').endsWith('v1')) { paintMats.add('Breton_blue_timber'); paintMats.add('Aged_ivory_frames'); }
  const WHITE = new THREE.Color(1, 1, 1);

  function build(placements) {
    const inst = new Map();                       // atom -> [{ m: Matrix4, tints }]
    const wallSets = new Map();                   // wall material -> buffers
    const under = { pos: [], nrm: [], uv: [], col: [], idx: [] };
    const beamSets = new Map();                   // timber material -> box buffers
    let buildings = 0;
    for (const pl of placements) {
      const H = new THREE.Matrix4().makeRotationY(pl.yaw || 0).setPosition(pl.x || 0, pl.y || 0, pl.z || 0);
      for (const i of pl.layout.instances) {
        if (!atoms[i.atom]) continue;
        const m = H.clone().multiply(new THREE.Matrix4().fromArray(i.m));
        (inst.get(i.atom) || inst.set(i.atom, []).get(i.atom)).push({ m, tints: i.tints || null, tint: i.tint });
      }
      for (const p of pl.layout.panels) {
        if (p.kind === 'underlay') { gridPanel(THREE, under, H, p, Infinity, 1, 1); continue; }
        if (p.kind === 'beam') {   // timber frame member: a box (outline x size[2] deep along n), its own buffer per material
          const bname = p.material || 'Oak_frame', bb = beamSets.get(bname) || beamSets.set(bname, { pos: [], nrm: [], uv: [], col: [], idx: [] }).get(bname);
          boxPanel(THREE, bb, H, p, mats.materials[bname]?.tile ?? 1.5); continue;
        }
        const mname = p.material || 'Granite_lime_moss';
        const wb = wallSets.get(mname) || wallSets.set(mname, { pos: [], nrm: [], uv: [], col: [], idx: [] }).get(mname);
        gridPanel(THREE, wb, H, p, 0.118, mats.materials[mname]?.tile ?? 2.25, p.shade ?? 1);
      }
      buildings++;
    }
    const group = new THREE.Group(); group.name = 'buildings';
    let instances = 0, drawCalls = 0, bytes = 0, tris = 0;
    const c = new THREE.Color(), dbl = {};
    for (const [name, list] of inst) {
      for (const part of atoms[name]) {
        const mat = shelf[part.material] || shelf.Dressed_granite;
        // a mirrored instance (negative X scale, e.g. the right-hand brace) flips its winding: draw that part double sided
        const mirrored = list.some((e) => e.m.determinant() < 0);
        const im = new THREE.InstancedMesh(part.geometry, mirrored ? (dbl[mat.uuid] ||= Object.assign(mat.clone(), { side: THREE.DoubleSide })) : mat, list.length);
        const tinted = paintMats.has(part.material);
        list.forEach((e, k) => {
          im.setMatrixAt(k, e.m);
          if (tinted) im.setColorAt(k, e.tints?.[part.material] ? c.set(e.tints[part.material]) : e.tint && !e.tints ? c.set(e.tint) : WHITE);
        });
        im.castShadow = im.receiveShadow = true; im.name = `${name}:${part.material}`; im.computeBoundingSphere();
        group.add(im); drawCalls++; bytes += list.length * (64 + (tinted ? 12 : 0));
        tris += list.length * ((part.geometry.index ? part.geometry.index.count : part.geometry.attributes.position.count) / 3);
      }
      instances += list.length;
    }
    let wallVertices = 0;
    const meshFor = (b, mat, name) => {
      const g = new THREE.BufferGeometry();
      g.setAttribute('position', new THREE.Float32BufferAttribute(b.pos, 3)); g.setAttribute('normal', new THREE.Float32BufferAttribute(b.nrm, 3));
      g.setAttribute('uv', new THREE.Float32BufferAttribute(b.uv, 2)); g.setAttribute('color', new THREE.Float32BufferAttribute(b.col, 3)); g.setIndex(b.idx);
      const mesh = new THREE.Mesh(g, mat); mesh.castShadow = mesh.receiveShadow = true; mesh.name = name; group.add(mesh); drawCalls++;
      bytes += b.pos.length * 4 * (1 + 1 + 2 / 3 + 1) + b.idx.length * 4; wallVertices += b.pos.length / 3; tris += b.idx.length / 3;
    };
    for (const [mname, b] of wallSets) if (b.pos.length) meshFor(b, wallMat(mname), 'walls-' + mname);
    if (under.pos.length) meshFor(under, underlayMat, 'underlay');
    for (const [bname, b] of beamSets) if (b.pos.length) meshFor(b, beamMat(bname), 'beams-' + bname);
    return { group, stats: { buildings, instances, drawCalls, tris, wallVertices, perBuildingBytes: Math.round(bytes / Math.max(1, buildings)), bytes } };
  }
  function sharedBytes() {  // what the kit costs once: atom geometry + shelf textures (as decoded on the GPU)
    let geo = 0; for (const parts of Object.values(atoms)) for (const p of parts) for (const a of Object.values(p.geometry.attributes)) geo += a.array.byteLength;

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
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exec
/bin/bash -lc 'scp gex44:/root/fal-author/medieval-hero-houses-v1/final_1.png gex44:/root/fal-author/medieval-hero-houses-v1/final_2.png gex44:/root/fal-author/medieval-hero-houses-v1/medieval-hero-houses.glb .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 4282ms:
 succeeded in 49385ms:
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
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hook: PreToolUse
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exec
/bin/bash -lc "python3 - <<'PY'
import json,struct
b=open('medieval-hero-houses.glb','rb').read();n=struct.unpack_from('<I',b,12)[0];g=json.loads(b[20:20+n]);print('images bytes',sum(g['bufferViews'][im['bufferView']]['byteLength'] for im in g['images']))
for m in g['meshes']:
 p=m['primitives'][0];print(m['name'],g['accessors'][p['indices']]['count']//3,g['accessors'][p['attributes']['POSITION']]['count'],{k:g['accessors'][v]['componentType'] for k,v in p['attributes'].items()})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
images bytes 2665601
House_merchant_Glass 1132 2532 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_merchant_Granite 7260 15588 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_merchant_Iron 8056 16756 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_merchant_Oak 28024 58870 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_merchant_Plaster 12766 26144 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_merchant_Rubble 4620 9240 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_merchant_Slate 16084 36704 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_shop_Brick 1540 3488 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_shop_Glass 640 1452 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_shop_Granite 2244 4896 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_shop_Iron 3956 8506 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_shop_Oak 14012 31602 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_shop_Plaster 8540 17512 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_shop_Rubble 3240 6480 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}
House_shop_Tile 11260 25366 {'POSITION': 5126, 'NORMAL': 5126, 'TEXCOORD_0': 5126, 'COLOR_0': 5123}

hook: PreToolUse
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exec
/bin/bash -lc "rg -n 'slate|roof|wood|plaster' ../breton-stone-house-v2/build_breton-stone-house.py | head -35; sed -n '1,110p' /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
27:IDS=['rock_wall_09','worn_rock_natural_01','wooden_planks','metal_plate_02','slate_floor_03']
53:def material(name,ident,tint,size=1024,metal=0,rough=.8,normal=.6,zone=False,wood=False):
56: if wood:
131: ('Blue_grey_slate','slate_floor_03',(.115,.175,.235),1024,0,.73,.6,False,False),
132: ('Breton_blue_timber','wooden_planks',(.070,.178,.285),1024,0,.68,.32,False,True),
133: ('Aged_ivory_frames','wooden_planks',(.57,.595,.53),512,0,.67,.22,False,True),
334:# Main roof: 3.4 m rise, slate plates in staggered overlapping courses.
336:# Underlay planes have thickness, dark visible fascia, no floating roof.
344:def slate_plane(group,origin,U,V,N,width,length,mat=2,tw=.345,step=.21,skip=None):
361:# Dormer roof/wall region is excluded, not layered over uncut slates.
367: slate_plane('Roof',(0,sign*3.77,5.49),(1,0,0),V,N,9.3,3.77*math.sqrt(1+slope*slope),skip=skip)
385:# Lucarnes. Their windows extend below the roof eave, as in the reference.
389: # Side cheek prisms meet the main roof at the back; solid, slate-clad.
408:  slate_plane('Roof',origin,U,V,N,3.05,1.27,tw=.27,step=.20,skip=lambda p: p.z < 9-abs(p.y)*slope-.055)
409: # Lead-lined valleys are continuous closed strips tucked under both slate fields.
415: # Dormer roof decking beneath slates, clipped exactly against main roof plane.
549:notes=["Breton granite fisherman's house, 9 × 7 m; eaves 5.6 m, ridge 9 m, pots 10.5 m; no quay/platform.",f'{triangles:,} triangles; 10 mesh nodes and Entrance/Lantern anchors; left-hinged Door.', '8 materials; scan-registered geometric wall relief; Cycles-baked base colour, tangent normal and packed occlusion/roughness/metallic; no procedural export dependencies.', 'Baked JPEG textures: granite 2048²; dressed stone, slate and blue timber 1024²; frames, zinc/iron and terracotta 512²; glass 256².', 'Poly Haven CC0 (https://polyhaven.com/license): rock_wall_09, worn_rock_natural_01, wooden_planks, metal_plate_02, slate_floor_03; https://polyhaven.com/a/<id>.', 'Reference differences: rear facade inferred (sheet labels a gable as rear); glazing opaque for a closed exterior asset; no quay, mooring props or barrel.']
"""Read-only audit of uncompressed GLB triangle meshes; requires numpy.

Report mode exits 0 even with findings. --strict exits 1 for findings.
Invalid or unsupported input exits 2. This is not a complete glTF validator.
"""
import argparse
import hashlib
import json
from pathlib import Path
import struct
import sys

import numpy as np


def audit(path):
    data = Path(path).read_bytes()
    if len(data) < 20 or struct.unpack_from('<4sII', data) != (b'glTF', 2, len(data)):
        raise ValueError('Invalid GLB v2 header/length')
    chunks = {}
    offset = 12
    while offset < len(data):
        if offset + 8 > len(data):
            raise ValueError('Truncated chunk header')
        length, kind = struct.unpack_from('<II', data, offset)
        offset += 8
        if length % 4 or offset + length > len(data) or kind in chunks:
            raise ValueError('Invalid, duplicate or truncated GLB chunk')
        chunks[kind] = data[offset:offset + length]
        offset += length
    g = json.loads(chunks[0x4E4F534A])
    binary = chunks.get(0x004E4942, b'')
    compressed = {'KHR_draco_mesh_compression', 'EXT_meshopt_compression'}
    if compressed.intersection(g.get('extensionsUsed', []) + g.get('extensionsRequired', [])):
        raise ValueError('Compressed geometry: audit the uncompressed export')
    buffers = g.get('buffers', [])
    if len(buffers) != 1 or 'uri' in buffers[0] or buffers[0]['byteLength'] > len(binary):
        raise ValueError('Expected one embedded geometry buffer')
    dtypes = {5120: 'i1', 5121: 'u1', 5122: '<i2', 5123: '<u2', 5125: '<u4', 5126: '<f4'}
    widths = {'SCALAR': 1, 'VEC2': 2, 'VEC3': 3, 'VEC4': 4}

    def accessor(index):
        q = g['accessors'][index]
        if 'sparse' in q or 'bufferView' not in q:
            raise ValueError('Sparse or implicit accessor unsupported')
        v = g['bufferViews'][q['bufferView']]
        if v.get('buffer', 0) != 0 or 'EXT_meshopt_compression' in v.get('extensions', {}):
            raise ValueError('Unsupported buffer view')
        dtype = np.dtype(dtypes[q['componentType']])
        width = widths[q['type']]
        stride = v.get('byteStride', dtype.itemsize * width)
        count = q['count']
        start = q.get('byteOffset', 0)
        end = start + (count - 1) * stride + width * dtype.itemsize if count else start
        base = v.get('byteOffset', 0)
        if count < 0 or start < 0 or base < 0 or stride < dtype.itemsize * width or end > v['byteLength'] or base + v['byteLength'] > buffers[0]['byteLength']:
            raise ValueError('Accessor exceeds declared buffer bounds')
        return np.ndarray((count, width), dtype=dtype, buffer=binary,
                          offset=base + start, strides=(stride, dtype.itemsize))

    rows = []
    for mi, mesh in enumerate(g.get('meshes', [])):
        for pi, primitive in enumerate(mesh['primitives']):
            if primitive.get('mode', 4) != 4 or primitive.get('targets') or 'KHR_draco_mesh_compression' in primitive.get('extensions', {}):
                raise ValueError('Only uncompressed TRIANGLES without morph targets supported')
            attrs = {name: accessor(i) for name, i in primitive['attributes'].items()}
            pos = attrs['POSITION']
            if pos.shape[1] != 3 or g['accessors'][primitive['attributes']['POSITION']].get('normalized'):
                raise ValueError('Expected non-normalized VEC3 positions')
            idx = np.arange(len(pos))
            if 'indices' in primitive:
                q = g['accessors'][primitive['indices']]
                if q['type'] != 'SCALAR' or q['componentType'] not in (5121, 5123, 5125):
                    raise ValueError('Invalid index accessor')
                idx = accessor(primitive['indices']).ravel()
            if len(idx) % 3 or (len(idx) and int(idx.max()) >= len(pos)):
                raise ValueError('Invalid triangle indices')
            t = pos[idx.reshape(-1, 3)].astype(np.float64)
            area2 = np.linalg.norm(np.cross(t[:, 1] - t[:, 0], t[:, 2] - t[:, 0]), axis=1)
            rows.append({'mesh': mesh.get('name', str(mi)), 'primitive': pi,
                         'triangles': len(idx) // 3,
                         'zero_area_triangles': int((area2 < 1e-12).sum()),
                         'nonfinite_attribute_components': sum(int((~np.isfinite(a)).sum()) for a in attrs.values())})
    if not rows:
        raise ValueError('No triangle primitives to audit')
    # Rig report and duplicate-primitive detection (2026-09-21, after the MengTo rejection gates):
    # duplicate = two primitives whose POSITION and index buffers hash identically (an action file
    # carrying a second render mesh); the rig report lists skins, joint names and their parents.
    seen, duplicates = {}, []
    for mi, mesh in enumerate(g.get('meshes', [])):
        for pi, primitive in enumerate(mesh['primitives']):
            key = hashlib.sha1(accessor(primitive['attributes']['POSITION']).tobytes()
                               + (accessor(primitive['indices']).tobytes() if 'indices' in primitive else b'')).hexdigest()
            here = f"{mesh.get('name', str(mi))}[{pi}]"
            if key in seen:
                duplicates.append({'primitive': here, 'same_as': seen[key]})
            else:
                seen[key] = here
    nodes = g.get('nodes', [])
    parent_of = {}
    for ni, n in enumerate(nodes):
        for ch in n.get('children', []):
            parent_of[ch] = ni
    skins = []
    for sk in g.get('skins', []):
        joints = sk.get('joints', [])
        names = [nodes[j].get('name', str(j)) for j in joints]
        rooted = sum(1 for j in joints if j not in parent_of)
        skins.append({'name': sk.get('name', ''), 'joints': len(joints), 'joint_names': names,
                      'root_joints': rooted, 'flat_pivot_list': rooted > 1})

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exec
/bin/bash -lc "sed -n '53,95p' ../breton-stone-house-v2/build_breton-stone-house.py; sed -n '335,362p' ../breton-stone-house-v2/build_breton-stone-house.py; rg --files ../harbour-trawler-real-v1/qa | rg -v node_modules" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
def material(name,ident,tint,size=1024,metal=0,rough=.8,normal=.6,zone=False,wood=False):
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial'); bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 uv=node(nt,'ShaderNodeTexCoord').outputs['UV']; source_uv=uv
 if wood:
  mapping=node(nt,'ShaderNodeVectorMath');mapping.operation='MULTIPLY';nt.links.new(uv,mapping.inputs[0]);mapping.inputs[1].default_value=(.7,.034,1)
  source_uv=mapping.outputs[0]
 diff=image_node(nt,TEX/f'{ident}_diff_1k.jpg',source_uv)
 bw=node(nt,'ShaderNodeRGBToBW');nt.links.new(diff.outputs['Color'],bw.inputs[0])
 value=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',bw.outputs[0],1.65),.24)
 color=mix(nt,1,value,(*tint,1),'MULTIPLY')
 noise=node(nt,'ShaderNodeTexNoise');nt.links.new(uv,noise.inputs['Vector']);noise.inputs['Scale'].default_value=19;noise.inputs['Detail'].default_value=4
 large=node(nt,'ShaderNodeTexNoise');nt.links.new(uv,large.inputs['Vector']);large.inputs['Scale'].default_value=4.5;large.inputs['Detail'].default_value=3
 color=mix(nt,1,color,mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',large.outputs['Fac'],.8),.55),'MULTIPLY')
 patina=mathnode(nt,'MULTIPLY',noise.outputs['Fac'],.10)
 color=mix(nt,patina,color,(.14,.12,.075,1))
 if zone and zone!='wall':
  sep=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,sep.inputs[0])
  falloff=mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',.47,sep.outputs['Y']),0)
  patch=mathnode(nt,'MAXIMUM',mathnode(nt,'SUBTRACT',noise.outputs['Fac'],.40),0)
  moss=mathnode(nt,'MINIMUM',mathnode(nt,'MULTIPLY',mathnode(nt,'MULTIPLY',falloff,patch),10),.86)
  mosscolor=mix(nt,noise.outputs['Fac'],(.038,.053,.016,1),(.16,.18,.071,1))
  color=mix(nt,moss,color,mosscolor)
  mortar=mathnode(nt,'GREATER_THAN',sep.outputs['Y'],1.1 if zone=='wall' else .92)
  mortarcolor=mix(nt,noise.outputs['Fac'],(.23,.222,.195,1),(.39,.375,.32,1))
  color=mix(nt,mortar,color,mortarcolor)
 if zone=='wall':
  hue=node(nt,'ShaderNodeHueSaturation');nt.links.new(diff.outputs['Color'],hue.inputs['Color']);hue.inputs['Saturation'].default_value=.28
  contrast=node(nt,'ShaderNodeBrightContrast');nt.links.new(hue.outputs[0],contrast.inputs['Color']);contrast.inputs['Contrast'].default_value=.12
  color=mix(nt,1,contrast.outputs[0],(1.3,1.32,1.29,1),'MULTIPLY')
  color=mix(nt,1,color,(.105,.103,.094,1),'ADD')
  heighttex=image_node(nt,TEX/f'{ident}_disp_1k.jpg',source_uv,True)
  limemask=mathnode(nt,'MINIMUM',mathnode(nt,'MAXIMUM',mathnode(nt,'MULTIPLY',mathnode(nt,'SUBTRACT',.60,heighttex.outputs['Color']),8),0),.92)
  lime=mix(nt,noise.outputs['Fac'],(.20,.197,.176,1),(.31,.30,.27,1))
  color=mix(nt,limemask,color,lime)
 nt.links.new(color,bs.inputs['Base Color'])
 arm=image_node(nt,TEX/f'{ident}_arm_1k.jpg',source_uv,True); sep=node(nt,'ShaderNodeSeparateColor');nt.links.new(arm.outputs['Color'],sep.inputs[0])
 roughsock=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',sep.outputs['Green'],.22),rough-.15)
 nt.links.new(roughsock,bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
 nor=image_node(nt,TEX/f'{ident}_nor_gl_1k.jpg',source_uv,True);norm=node(nt,'ShaderNodeNormalMap');nt.links.new(nor.outputs['Color'],norm.inputs['Color']);norm.inputs['Strength'].default_value=normal;nt.links.new(norm.outputs[0],bs.inputs['Normal'])
 # Each material result is baked on a shared tile, preserving original map registration.
 bpy.ops.mesh.primitive_plane_add(size=2);plane=bpy.context.object;plane.name='BAKE_SWATCH';plane.data.materials.append(m)
 scene.cycles.samples=4;scene.render.bake.margin=4;scene.render.bake.use_clear=True
 bake_node=node(nt,'ShaderNodeTexImage')
slope=3.4/3.65
# Underlay planes have thickness, dark visible fascia, no floating roof.
for sign in [-1,1]:
 for j in range(19):
  ya=3.77-j*.2;yb=max(0,ya-.2);y=sign*(ya+yb)/2;z=9-abs(y)*slope-.072
  half=min(.81,max(0,(abs(y)-1.005)/1.106));holes=[(x-half,x+half,0,1) for x in ([-2.35,2.35] if sign==-1 else [1.85])] if half>.005 else []
  for a,b in subtract_intervals(-4.65,4.65,.1,.9,holes):
   box('Roof',((a+b)/2,y,z),(b-a,(ya-yb)*math.sqrt(1+slope*slope)+.005,.085),2,.008,Matrix.Rotation(-sign*math.atan(slope),3,'X'))

def slate_plane(group,origin,U,V,N,width,length,mat=2,tw=.345,step=.21,skip=None):
 U=Vector(U);V=Vector(V);N=Vector(N);origin=Vector(origin)
 rows=math.ceil(length/step)
 for j in range(rows):
  v=j*step;lo=-width/2;offset=(j%2)*tw*.5
  cuts=[lo]+[lo+offset+i*tw for i in range(1,math.ceil(width/tw)+1) if lo+offset+i*tw<width/2]+[width/2]
  for a,b in zip(cuts,cuts[1:]):
   if b-a<.04:continue
   center=origin+U*((a+b)*.5)+V*(v+.12)
   if skip and skip(center):continue
   w=b-a-.008;l=min(step+.085,length-v+.025);zoff=.040+random.uniform(-.002,.002)
   # clipped front corners and subtle irregular thickness, 20 triangles per tile
   c=.014
   poly=[(a+.004+c,v),(b-.004-c,v),(b-.004,v+c),(b-.004,v+l),(a+.004,v+l),(a+.004,v+c)]
   verts=[origin+U*x+V*y+N*(zoff+d-.12*(y-v)) for d in [-.008,.008] for x,y in poly]
   n=6;faces=[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[group].add(verts,faces,mat,uvzone(mat,center,'dry',.28))
# Dormer roof/wall region is excluded, not layered over uncut slates.
for sign in [-1,1]:
../harbour-trawler-real-v1/qa/validate.py
../harbour-trawler-real-v1/qa/index.html
../harbour-trawler-real-v1/qa/capture.cjs
../harbour-trawler-real-v1/qa/package-lock.json
../harbour-trawler-real-v1/qa/iterations/candidate-audit.json
../harbour-trawler-real-v1/qa/iterations/draft-side.png
../harbour-trawler-real-v1/qa/iterations/draft-run.log
../harbour-trawler-real-v1/qa/iterations/draft.png
../harbour-trawler-real-v1/qa/iterations/preflight.log
../harbour-trawler-real-v1/qa/iterations/qa-server.log
../harbour-trawler-real-v1/qa/iterations/candidate.png
../harbour-trawler-real-v1/qa/iterations/runtime-check.json
../harbour-trawler-real-v1/qa/iterations/draft2-run.log
../harbour-trawler-real-v1/qa/iterations/runtime-capture.log
../harbour-trawler-real-v1/qa/iterations/draft-clay.png
../harbour-trawler-real-v1/qa/iterations/runtime.png
../harbour-trawler-real-v1/qa/iterations/draft2.png
../harbour-trawler-real-v1/qa/iterations/draft2-side.png
../harbour-trawler-real-v1/qa/iterations/qa-install.log
../harbour-trawler-real-v1/qa/iterations/runtime-no-normal-ao.png
../harbour-trawler-real-v1/qa/iterations/current-final.png
../harbour-trawler-real-v1/qa/iterations/clean-build.log
../harbour-trawler-real-v1/qa/iterations/preflight.py
../harbour-trawler-real-v1/qa/package.json
../harbour-trawler-real-v1/qa/delivery-checksums.json

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/bin/bash -lc 'scp gex44:/root/fal-author/medieval-hero-houses-v1/textures/wooden_planks_diff_1k.jpg gex44:/root/fal-author/medieval-hero-houses-v1/textures/clay_roof_tiles_02_diff_1k.jpg .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py medieval-hero-houses.glb --strict > audit_first.json' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 exited 1 in 231ms:
 succeeded in 2472ms:
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exec
/bin/bash -lc "curl -fsSL 'https://api.polyhaven.com/assets?t=textures' -o /tmp/ph_textures.json
python3 - <<'PY'
import json
j=json.load(open('/tmp/ph_textures.json'))
for k,v in j.items():
 if any(x in k for x in ['roof','roofing','plaster','wood_beam']):print(k,v.get('name',''))
PY
python3 - <<'PY'
import json
j=json.load(open('audit_first.json'));print({k:v for k,v in j.items() if k"'!='"'primitives'});print([v for v in j.get('primitives',[]) if v.get('zero_area_triangles')])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 956ms:
blue_plaster_wall Blue Plaster Wall
blue_plaster_weathered Blue Plaster Weathered
ceramic_roof_01 Ceramic Roof 01
clay_plaster Clay Plaster
clay_roof_tiles Clay Roof Tiles
clay_roof_tiles_02 Clay Roof Tiles 02
clay_roof_tiles_03 Clay Roof Tiles 03
damaged_plaster Damaged Plaster
grey_plaster Grey Plaster
grey_plaster_02 Grey Plaster 02
grey_plaster_03 Grey Plaster 03
grey_roof_01 Grey Roof 01
grey_roof_tiles Grey Roof Tiles
grey_roof_tiles_02 Grey Roof Tiles 02
painted_plaster_wall Painted Plaster Wall
patterned_clay_plaster Patterned Clay Plaster
patterned_plaster_wall Patterned Plaster Wall
plaster_brick_01 Plaster Brick 01
plaster_brick_pattern Plaster Brick Pattern
plaster_grey_04 Plaster Grey 04
plaster_stone_wall_01 Plaster Stone Wall 01
plaster_stone_wall_02 Plaster Stone Wall 02
plastered_stone_wall Plastered Stone Wall
plastered_wall Plastered Wall
plastered_wall_02 Plastered Wall 02
plastered_wall_03 Plastered Wall 03
plastered_wall_04 Plastered Wall 04
plastered_wall_05 Plastered Wall 05
red_brick_plaster_patch_02 Red Brick Plaster Patch 02
red_plaster_weathered Red Plaster Weathered
red_slate_roof_tiles_01 Red Slate Roof Tiles 01
reed_roof_03 Reed Roof 03
reed_roof_04 Reed Roof 04
roof_07 Roof 07
roof_09 Roof 09
roof_3 Roof 3
roof_planks Roof Planks
roof_slates_02 Roof Slates 02
roof_slates_03 Roof Slates 03
roof_tiles Roof Tiles
roof_tiles_14 Roof Tiles 14
rough_plaster_03 Rough Plaster 03
rough_plaster_brick Rough Plaster Brick
rough_plaster_brick_02 Rough Plaster Brick 02
rough_plaster_brick_04 Rough Plaster Brick 04
rough_plaster_broken Rough Plaster Broken
rough_plasterbrick_05 Rough Plasterbrick 05
thatch_roof_angled Thatch Roof Angled
wall_bricks_plaster Wall Bricks Plaster
white_plaster_02 White Plaster 02
white_plaster_rough_01 White Plaster Rough 01
white_plaster_rough_02 White Plaster Rough 02
white_rough_plaster White Rough Plaster
worn_cracked_plaster Worn Cracked Plaster
worn_mossy_plasterwall Worn Mossy Plasterwall
worn_plaster_wall Worn Plaster Wall
yellow_plaster Yellow Plaster
yellow_plaster_02 Yellow Plaster 02
{'file': 'medieval-hero-houses.glb', 'sha256': 'a02550afd617cccf77fb00dc0ee6fdf408714d677af3c47c6e4b3fd3ad696574', 'bytes': 14032556, 'primitive_count': 15, 'material_count': 9, 'embedded_images': 27, 'external_uris': [], 'duplicate_primitives': [], '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': 123374, 'zero_area_triangles': 14, 'nonfinite_attribute_components': 0, 'findings': ['zero_area_triangles']}
[{'mesh': 'House_merchant_Oak', 'primitive': 0, 'triangles': 28024, 'zero_area_triangles': 14, 'nonfinite_attribute_components': 0}]

codex
The two-house export is usable, but the checks exposed another shared issue: the party-wall erosion has a grid-shaped edge, and the clay scan reads as ribbed roofing. I’m refining those surfaces and reducing hidden wall geometry so detail stays within the kit’s size budget.
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/bin/bash -lc "mkdir -p qa
curl -fsSL 'https://cdn.polyhaven.com/asset_img/primary/roof_tiles_14.png?height=256' -o qa/roof_tiles_14.png
curl -fsSL 'https://cdn.polyhaven.com/asset_img/primary/red_slate_roof_tiles_01.png?height=256' -o qa/red_slate.png
curl -fsSL 'https://cdn.polyhaven.com/asset_img/primary/clay_roof_tiles.png?height=256' -o qa/clay.png" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 2985ms:
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/bin/bash -lc 'cat ../harbour-trawler-real-v1/qa/capture.cjs | head -70; cat ../harbour-trawler-real-v1/qa/package.json' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
const {chromium}=require('playwright');const fs=require('fs');(async()=>{const browser=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-gl=angle','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1920,height:1080}});const errors=[];page.on('pageerror',e=>{errors.push(String(e));console.error('PAGE_ERROR',String(e))});await page.goto('http://127.0.0.1:8127/qa/');await page.waitForFunction(()=>window.qa?.loaded,undefined,{timeout:120000});await page.screenshot({path:'runtime.png'});const data=await page.evaluate(()=>window.qa);data.errors=errors;fs.writeFileSync('runtime-check.json',JSON.stringify(data,null,2));await page.evaluate(()=>window.setMaps(false));await page.screenshot({path:'runtime-no-normal-ao.png'});await browser.close();console.log(JSON.stringify(data));})().catch(e=>{console.error(e);process.exit(1)});
{
  "dependencies": {
    "playwright": "^1.63.0",
    "three": "^0.186.1"
  }
}

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/bin/bash -lc "curl -fsSL 'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/roof_tiles_14/roof_tiles_14_diff_1k.jpg' -o qa/roof_tiles_14_diff.jpg" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 1830ms:
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/bin/bash -lc "cp build_kit.py build_kit_r1.py
cat > /tmp/patch_medieval3.py <<'PY'
from pathlib import Path
p=Path('build_kit.py');s=p.read_text()
s=s.replace(\"'Tile','clay_roof_tiles_02'\",\"'Tile','roof_tiles_14'\")
s=s.replace(\"uv=node(nt,'ShaderNodeTexCoord').outputs['UV'];diff=inode(nt,TEX/f'{ident}_diff_1k.jpg',uv)\",\"uv=node(nt,'ShaderNodeTexCoord').outputs['UV'];source_uv=uv\\n  if name=='Oak':\\n   xyw=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,xyw.inputs[0]);cuvw=node(nt,'ShaderNodeCombineXYZ');nt.links.new(xyw.outputs['X'],cuvw.inputs['X']);nt.links.new(mathn(nt,'ADD',mathn(nt,'MULTIPLY',mathn(nt,'SINE',mathn(nt,'MULTIPLY',xyw.outputs['Y'],math.tau)),.022),.108),cuvw.inputs['Y']);source_uv=cuvw.outputs[0]\\n  diff=inode(nt,TEX/f'{ident}_diff_1k.jpg',source_uv)\")
s=s.replace(\"f'{ident}_arm_1k.jpg',uv,True\", \"f'{ident}_arm_1k.jpg',source_uv,True\")
s=s.replace(\"f'{ident}_nor_gl_1k.jpg',uv,True\", \"f'{ident}_nor_gl_1k.jpg',source_uv,True\")
s=s.replace(\"col=mix(nt,.56,col,diff.outputs[0])\", \"hue=node(nt,'ShaderNodeHueSaturation');nt.links.new(diff.outputs[0],hue.inputs['Color']);hue.inputs['Saturation'].default_value=.28\\n   col=mix(nt,1,mix(nt,1,hue.outputs[0],(1.3,1.32,1.29,1),'MULTIPLY'),(.105,.103,.094,1),'ADD')\\n   heighttex=inode(nt,TEX/f'{ident}_disp_1k.jpg',source_uv,True)\\n   limemask=mathn(nt,'MINIMUM',mathn(nt,'MAXIMUM',mathn(nt,'MULTIPLY',mathn(nt,'SUBTRACT',.60,heighttex.outputs[0]),8),0),.92)\\n   col=mix(nt,limemask,col,mix(nt,nn.outputs['Fac'],(.20,.197,.176,1),(.31,.30,.27,1)))\")
s=s.replace(\"(v[across]/2+offset[0],v[longaxis]/2+offset[1])\", \"(v[longaxis]/2+offset[0],v[across]/2+offset[1])\")
s=s.replace(\"bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals\", \"bm=bmesh.new();bm.from_mesh(me);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.000001);bmesh.ops.recalc_face_normals\")
s=s.replace(\"bmesh.ops.triangulate(bm,faces=list(bm.faces));bm.to_mesh\", \"bmesh.ops.triangulate(bm,faces=list(bm.faces));bmesh.ops.delete(bm,geom=[f for f in bm.faces if f.calc_area()<1e-11],context='FACES');bm.to_mesh\")
a=s.index('     if exact and m==2:');b=s.index('     if abs(ta-tb)',a);s=s[:a]+s[b:]
a=s.index('def parties(');b=s.index('\\nROOTS=',a)
s=s[:a]+'''def party_skin(mp,width,height):
 # Continuous plaster-loss boundary, clipped through triangles rather than stair-step cells.
 def field(u,z):
  edge=width/2-abs(u);n=noise(Vector((u*1.45,HOUSE*.71,z*1.16)))
  base=.74+.47*noise(Vector((u*.71,HOUSE,.3)))+.20*noise(Vector((u*2.7,HOUSE,1)))
  return min(z-base,edge-(.42+.19*math.sin(z*1.7)+.23*n))
 def clip(poly,limit,positive):
  out=[]
  for a,b in zip(poly,poly[1:]+poly[:1]):
   va=field(*a)-limit;vb=field(*b)-limit;ina=va>=0 if positive else va<=0;inb=vb>=0 if positive else vb<=0
   if ina:out.append(a)
   if ina"'!=inb:
    t=va/(va-vb);out.append((a[0]+t*(b[0]-a[0]),a[1]+t*(b[1]-a[1])))
  return out
 nu=math.ceil(width/.31);nz=math.ceil((height-.12)/.31)
 for i in range(nu):
  a=-width/2+width*i/nu;b=-width/2+width*(i+1)/nu
  for j in range(nz):
   c=.12+(height-.12)*j/nz;d=.12+(height-.12)*(j+1)/nz
   for tri in [[(a,c),(b,c),(b,d)],[(a,c),(b,d),(a,d)]]:
    for mat,lim,pos in [(5,.08,False),(2,0,True)]:
     poly=clip(tri,lim,pos)
     if len(poly)<3:continue
     vs=[]
     for u,z in poly:
      dep=-.062+relief(u,z)*.060 if mat==5 else -.006+.003*noise(Vector((u*2,z*2,HOUSE)))
      vs.append(mp(u,dep,z))
     base=Vector(mp(0,0,0));ex=Vector(mp(1,0,0))-base
     add(vs,[tuple(range(len(vs)))],mat,(1,1,1),lambda p:((p-base).dot(ex)/2,p.z/2),True)

def parties(storeys,stone=False):
 height=3+(storeys-1)*2.6
 for side in [-1,1]:
  mp=side_at(side)
  if stone:wall(mp,D,.12,height,[],5,.27,exact=True,tint=(.93,.95,.91))
  else:party_skin(mp,D,height)
'"''' +s[b:]
# Close dormer cheeks/under-roof joints with continuous metal valley skirts.
s=s.replace(\"for du,s in dormers:\\n  # Front normal\", \"for du,s in dormers:\\n  for ss in [-1,1]:\\n   u=du+ss*(dw/2+.06);vback=max(.12,span*(1-(de-eave)/rise))\\n   vs=[Vector(mp(u-ss*.11,s*(df+.02),zz(u,s*(df+.02))+.027)),Vector(mp(u+ss*.16,s*(df+.02),zz(u,s*(df+.02))+.027)),Vector(mp(u+ss*.16,s*vback,zz(u,s*vback)+.026)),Vector(mp(u-ss*.11,s*vback,zz(u,s*vback)+.026))];roof_plate(vs,6,(.8,.8,.8))\\n  # Front normal\")
# Closed room behind each dormer pane, not see-through.
s=s.replace(\"window(dm,0,bottom+.12,.84,1.15)\",\"wall(dm,1.30,bottom,de,[(-.42,.42,bottom+.12,bottom+1.27)],2,.30)\\n  window(dm,0,bottom+.12,.84,1.15)\")
# Per-house correct returns.
s=s.replace(\"jetty_returns(2,.18);parties(2);rear(2);quoins(3);roof(False\", \"jetty_returns(2,.21);parties(2);rear(2);quoins(3);roof(False\")
s=s.replace(\"jetty_returns(2,.18);parties(2);rear(2);quoins(3);roof(True\", \"jetty_returns(2,.16);parties(2);rear(2);quoins(3);roof(True\")
# Preserve every valid partial export; budget checks run before atomic promotion.
s=s.replace(\"tmp.write_bytes(out);tmp.replace(ROOT/'medieval-hero-houses.glb')\", \"assert len(out)<=25000000,('GLB too large',len(out))\\n assert sum(d['triangles'] for d in META.values())<=350000\\n tmp.write_bytes(out);tmp.replace(ROOT/'medieval-hero-houses.glb')\")
p.write_text(s)
PY
python3 /tmp/patch_medieval3.py
python3 -m py_compile build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 57ms:
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/bin/bash -lc "cat > /tmp/patch_pack.py <<'PY'
from pathlib import Path
p=Path('build_kit.py');s=p.read_text()
a=\"for nd in doc['nodes']:\\n  if nd.get('name','').split('.')[0] in ['Entrance','Door']:nd['name']=nd['name'].split('.')[0]\"
b=a+'''
 # COLOR_0 is authored as bytes; Blender exports it as ushort. Repack to core glTF
 # normalized UBYTE (no compression extension or decoder dependency required).
 oldbin=tail[8:];replacements={}
 for mesh in doc['meshes']:
  for primitive in mesh['primitives']:
   ai=primitive['attributes'].get('COLOR_0')
   if ai is None:continue
   acc=doc['accessors'][ai]
   if acc['componentType']"'!=5123:continue
   vi=acc['"'bufferView'];view=doc['bufferViews'][vi];off=view.get('byteOffset',0)+acc.get('byteOffset',0)
   ar=np.frombuffer(oldbin,dtype='<u2',count=acc['count']*4,offset=off)
   replacements[vi]=np.rint(ar.astype(np.float32)/257).astype(np.uint8).tobytes();acc['componentType']=5121;acc['byteOffset']=0;acc['normalized']=True
 newbin=bytearray()
 for vi,view in enumerate(doc['bufferViews']):
  chunk=replacements.get(vi,oldbin[view.get('byteOffset',0):view.get('byteOffset',0)+view['byteLength']])
  newbin.extend(b'\\\\0'*((-len(newbin))%4));view['byteOffset']=len(newbin);view['byteLength']=len(chunk)
  if vi in replacements:view.pop('byteStride',None)
  newbin.extend(chunk)
 newbin.extend(b'\\\\0'*((-len(newbin))%4));doc['buffers'][0]['byteLength']=len(newbin);tail=struct.pack('<II',len(newbin),0x004e4942)+newbin
'''
s=s.replace(a,b);p.write_text(s)
PY
python3 /tmp/patch_pack.py
python3 -m py_compile build_kit.py
scp build_kit.py gex44:/root/fal-author/medieval-hero-houses-v1/build_kit.py
ssh gex44 'rm -f /root/fal-author/medieval-hero-houses-v1/baked/Oak_BaseColor.jpg /root/fal-author/medieval-hero-houses-v1/baked/Oak_Normal.jpg /root/fal-author/medieval-hero-houses-v1/baked/Oak_ORM.jpg /root/fal-author/medieval-hero-houses-v1/baked/Tile_BaseColor.jpg /root/fal-author/medieval-hero-houses-v1/baked/Tile_Normal.jpg /root/fal-author/medieval-hero-houses-v1/baked/Tile_ORM.jpg /root/fal-author/medieval-hero-houses-v1/baked/Rubble_BaseColor.jpg /root/fal-author/medieval-hero-houses-v1/baked/Rubble_Normal.jpg /root/fal-author/medieval-hero-houses-v1/baked/Rubble_ORM.jpg'
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/build_kit.py -- --count 3 --checks' > revision2.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc "rg --files /home/claude-agent/.cache/ms-playwright | rg '/(chrome|headless_shell)"'$'"' | head -8
cat > qa/index.html <<'EOF'
<"'!doctype html><html><head><meta charset="utf-8"><style>body{margin:0;overflow:hidden}canvas{display:block}</style><script type="importmap">{"imports":{"three":"./node_modules/three/build/three.module.js","three/addons/":"./node_modules/three/examples/jsm/"}}</script></head><body><script type="module">
import * as THREE from '"'three';import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
const renderer=new THREE.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1920,1080);renderer.setPixelRatio(1);renderer.outputColorSpace=THREE.SRGBColorSpace;renderer.toneMapping=THREE.AgXToneMapping;renderer.toneMappingExposure=1.05;renderer.shadowMap.enabled=true;renderer.shadowMap.type=THREE.PCFSoftShadowMap;document.body.appendChild(renderer.domElement);
const scene=new THREE.Scene();scene.background=new THREE.Color(.62,.65,.67);const camera=new THREE.PerspectiveCamera(34,1920/1080,.1,250);const ambient=new THREE.HemisphereLight(0xe6efff,0x716e62,2);scene.add(ambient);const sun=new THREE.DirectionalLight(0xfff1dc,3.2);sun.position.set(-15,27,20);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);sun.shadow.camera.left=-40;sun.shadow.camera.right=40;sun.shadow.camera.top=30;sun.shadow.camera.bottom=-30;sun.shadow.normalBias=.025;sun.shadow.bias=-.0001;scene.add(sun);scene.add(sun.target);
const floor=new THREE.Mesh(new THREE.PlaneGeometry(240,240),new THREE.MeshStandardMaterial({color:0x858b89,roughness:1}));floor.rotation.x=-Math.PI/2;floor.position.y=-.025;floor.receiveShadow=true;scene.add(floor);
const gltf=await new GLTFLoader().loadAsync('../medieval-hero-houses.glb');scene.add(gltf.scene);const roots=[...gltf.scene.children];let x=0;const materials=new Set(),images=new Set();const report={roots:[],errors:[]};const expected=['House_merchant','House_shop','House_tavern','House_joiner','House_tower','House_bakery'];const widths=[8,6,10,7,5,6];
roots.forEach((r,i)=>{r.updateMatrixWorld(true);const inv=new THREE.Matrix4().copy(r.matrixWorld).invert();let tris=0,verts=0,primitives=0;const box=new THREE.Box3();const sockets=[];r.traverse(o=>{if(o.isMesh){primitives++;tris+=o.geometry.index.count/3;verts+=o.geometry.attributes.position.count;o.castShadow=o.receiveShadow=true;const localbox=new THREE.Box3().setFromBufferAttribute(o.geometry.attributes.position).applyMatrix4(new THREE.Matrix4().multiplyMatrices(inv,o.matrixWorld));box.union(localbox);const m=o.material;materials.add(m);for(const key of ['map','normalMap','aoMap','roughnessMap','metalnessMap'])if(m[key]){images.add(m[key].source);m[key].anisotropy=8;}if("'!o.geometry.attributes.color)report.errors.push(o.name+'"' has no vertex colours');}else if(o.name.startsWith('Entrance')||o.name.startsWith('Door'))sockets.push({name:o.name,position:o.position.toArray()});});report.roots.push({name:r.name,triangles:tris,vertices:verts,primitives,bounds:{min:box.min.toArray(),max:box.max.toArray()},sockets});r.position.x=x+widths[i]/2;x+=widths[i];if(r.name"'!==expected[i])report.errors.push('"'Root order/name '+r.name);});
report.materials=materials.size;report.textureSources=images.size;report.textureGpuRGBAWithMips=[...images].reduce((sum,s)=>sum+s.data.width*s.data.height*4*4/3,0);report.textureDimensions=[...images].map(s=>[s.data.width,s.data.height]);
const draw=()=>{renderer.info.reset();renderer.render(scene,camera);return {calls:renderer.info.render.calls,triangles:renderer.info.render.triangles,geometries:renderer.info.memory.geometries,textures:renderer.info.memory.textures};};
window.street=()=>{roots.forEach(r=>r.visible=true);camera.position.set(x/2+9,22,62);camera.lookAt(x/2,6,-3);sun.target.position.set(x/2,4,0);sun.position.set(x/2-18,30,22);report.render=draw();};
window.hero=(idx=0)=>{roots.forEach((r,i)=>r.visible=i===idx);const r=roots[idx],h=report.roots[idx].bounds.max[1];camera.position.set(r.position.x+18,h*.76,27);camera.lookAt(r.position.x,h*.48,-3);sun.target.position.set(r.position.x,5,0);sun.position.set(r.position.x-18,28,22);draw();};
window.setMaps=(on)=>{for(const m of materials){m.userData.maps??={normalMap:m.normalMap,aoMap:m.aoMap};m.normalMap=on?m.userData.maps.normalMap:null;m.aoMap=on?m.userData.maps.aoMap:null;m.needsUpdate=true;}draw();};
window.street();report.loaded=true;window.qa=report;
</script></body></html>
EOF
ln -s ../../medieval-walls-v1/qa/node_modules qa/node_modules
cat > qa/capture.cjs <<'EOF'
const {chromium}=require('playwright');const fs=require('fs');(async()=>{const browser=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-gl=angle','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1920,height:1080}});const errors=[];page.on('pageerror',e=>errors.push(String(e)));await page.goto('http://127.0.0.1:8138/qa/');await page.waitForFunction(()=>window.qa?.loaded,undefined,{timeout:120000});await page.screenshot({path:'qa/runtime_lineup.png'});const data=await page.evaluate(()=>window.qa);data.errors.push(...errors);fs.writeFileSync('qa/runtime-check.json',JSON.stringify(data,null,2));await page.evaluate(()=>window.hero(0));await page.screenshot({path:'qa/runtime_merchant.png'});await page.evaluate(()=>window.setMaps(false));await page.screenshot({path:'qa/runtime_merchant_maps_off.png'});await browser.close();console.log(JSON.stringify({roots:data.roots.length,materials:data.materials,render:data.render,errors:data.errors}));if(data.errors.length)process.exit(1)})().catch(e=>{console.error(e);process.exit(1)});
EOF
python3 -m http.server 8138 > qa/server.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc 'tail -16 revision2.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
23:50:39 | INFO: Blender create Mesh node House_tavern_Glass
23:50:39 | INFO: Blender create Mesh node House_tavern_Granite
23:50:39 | INFO: Blender create Mesh node House_tavern_Iron
23:50:39 | INFO: Blender create Mesh node House_tavern_Oak
23:50:39 | INFO: Blender create Mesh node House_tavern_Plaster
23:50:39 | INFO: Blender create Mesh node House_tavern_Rubble
23:50:39 | INFO: Blender create Mesh node House_tavern_Tile
23:50:39 | INFO: glTF import finished in 0.52s
/root/fal-author/medieval-hero-houses-v1/build_kit.py:854: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
00:19.257  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_1.png'
00:27.450  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_1.png'
00:34.472  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_2.png'
00:41.536  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_2.png'
00:48.569  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_3.png'
00:55.754  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_3.png'

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codex
The third incremental export now includes the tavern. I’m checking the exported file in both Cycles and a Three.js GLTFLoader viewer; this also verifies that the shared textures, vertex colours and house-local anchors survive export.
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/bin/bash -lc 'scp gex44:/root/fal-author/medieval-hero-houses-v1/final_1.png gex44:/root/fal-author/medieval-hero-houses-v1/final_2.png gex44:/root/fal-author/medieval-hero-houses-v1/final_3.png gex44:/root/fal-author/medieval-hero-houses-v1/medieval-hero-houses.glb gex44:/root/fal-author/medieval-hero-houses-v1/nodes.json .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc "rg 'HOUSE_COMPLETE|EXPORTED' revision2.log" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
HOUSE_COMPLETE 1 71812
EXPORTED 1 houses 71812 triangles 7234268 bytes
HOUSE_COMPLETE 2 41606
EXPORTED 2 houses 113418 triangles 11258568 bytes
HOUSE_COMPLETE 3 60404
EXPORTED 3 houses 173822 triangles 15967492 bytes

 succeeded in 74356ms:
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/bin/bash -lc 'node qa/capture.cjs > qa/runtime.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 14712ms:
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/bin/bash -lc 'cat qa/runtime.log; tail -5 revision2.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
{"roots":3,"materials":9,"render":{"calls":24,"triangles":173824,"geometries":24,"textures":28},"errors":[]}
01:11.542  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/clay_lineup.png'
RENDERS_COMPLETE
BUILD_COMPLETE

Blender quit

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/bin/bash -lc 'tail -35 revision2.log; ls -lh build_kit.py final_*.png' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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23:50:39 | INFO: Blender create Mesh node House_merchant_Rubble
23:50:39 | INFO: Blender create Mesh node House_merchant_Slate
23:50:39 | INFO: Blender create Mesh node House_shop_Brick
23:50:39 | INFO: Blender create Mesh node House_shop_Glass
23:50:39 | INFO: Blender create Mesh node House_shop_Granite
23:50:39 | INFO: Blender create Mesh node House_shop_Iron
23:50:39 | INFO: Blender create Mesh node House_shop_Oak
23:50:39 | INFO: Blender create Mesh node House_shop_Plaster
23:50:39 | INFO: Blender create Mesh node House_shop_Rubble
23:50:39 | INFO: Blender create Mesh node House_shop_Tile
23:50:39 | INFO: Blender create Mesh node House_tavern_Brick
23:50:39 | INFO: Blender create Mesh node House_tavern_Glass
23:50:39 | INFO: Blender create Mesh node House_tavern_Granite
23:50:39 | INFO: Blender create Mesh node House_tavern_Iron
23:50:39 | INFO: Blender create Mesh node House_tavern_Oak
23:50:39 | INFO: Blender create Mesh node House_tavern_Plaster
23:50:39 | INFO: Blender create Mesh node House_tavern_Rubble
23:50:39 | INFO: Blender create Mesh node House_tavern_Tile
23:50:39 | INFO: glTF import finished in 0.52s
/root/fal-author/medieval-hero-houses-v1/build_kit.py:854: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
00:19.257  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_1.png'
00:27.450  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_1.png'
00:34.472  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_2.png'
00:41.536  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_2.png'
00:48.569  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_3.png'
00:55.754  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_3.png'
01:03.559  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/lineup.png'
/root/fal-author/medieval-hero-houses-v1/build_kit.py:879: 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=(.48,.48,.48,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.82
01:11.542  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/clay_lineup.png'
RENDERS_COMPLETE
BUILD_COMPLETE

Blender quit
-rw-rw-r-- 1 claude-agent claude-agent  53K Oct  8 21:50 build_kit.py
-rw-r--r-- 1 claude-agent claude-agent 2.3M Oct  8 21:51 final_1.png
-rw-r--r-- 1 claude-agent claude-agent 2.3M Oct  8 21:51 final_2.png
-rw-r--r-- 1 claude-agent claude-agent 2.4M Oct  8 21:51 final_3.png

hook: PreToolUse
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hook: PreToolUse
hook: PreToolUse
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hook: PreToolUse Completed
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exec
/bin/bash -lc "sed -n '1,180p' build_kit.py; sed -n '260,350p' build_kit.py; sed -n '550,750p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
"""Late medieval French townhouse kit — Blender 5.2, metres, seed 8106.
blender -b --python-exit-code 1 --python build_kit.py [-- --count 6]
Self-contained builder: downloads CC0 scans, caches Cycles swatch bakes, builds
and atomically exports after each house, imports the GLB and renders evidence.
Blender Z-up / front -Y converts to glTF Y-up / front +Z.
"""
import bpy,bmesh,math,random,json,sys,subprocess,time,os
from pathlib import Path
from mathutils import Vector,Matrix
from mathutils.noise import noise
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; BAKES=ROOT/'baked'
TEX.mkdir(exist_ok=True);BAKES.mkdir(exist_ok=True)
COUNT=int(sys.argv[sys.argv.index('--count')+1]) if '--count' in sys.argv else 6
PREFLIGHT='--preflight' in sys.argv
NORENDER='--no-render' in sys.argv
random.seed(8106)
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)
sc=bpy.context.scene;sc.render.engine='CYCLES';sc.cycles.samples=24;sc.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'
 sc.cycles.device='GPU'
except Exception:sc.cycles.device='CPU'
sc.unit_settings.system='METRIC';sc.unit_settings.scale_length=1
sc.view_settings.view_transform='AgX';sc.render.image_settings.file_format='PNG'
# Shared shelf. No house-specific images; vertex colors supply all local weather.
CONFIG=[('Granite','worn_rock_natural_01',(.48,.475,.43),.86,.6,0),
 ('Oak','wooden_planks',(.15,.103,.066),.85,.45,0),
 ('Plaster','worn_plaster_wall',(.72,.665,.53),.9,.7,0),
 ('Tile','roof_tiles_14',(.36,.17,.09),.88,.55,0),
 ('Slate','slate_floor_03',(.14,.19,.235),.78,.5,0),
 ('Rubble','rock_wall_09',(.47,.46,.405),.9,1.0,0),
 ('Iron','metal_plate_02',(.055,.06,.058),.6,.22,.75),
 ('Glass','metal_plate_02',(.048,.073,.079),.24,.015,.25),
 ('Brick','medieval_red_brick',(.37,.19,.115),.9,.55,0)]
for ident in sorted(set(c[1] for c in CONFIG)):
 for kind in ['diff','nor_gl','arm']+(['disp'] if ident=='rock_wall_09' else []):
  p=TEX/f'{ident}_{kind}_1k.jpg'
  if not p.exists():subprocess.run(['curl','-fLsS','--retry','2','-A','Mozilla/5.0',f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{ident}/{p.name}','-o',str(p)],check=True)
def node(nt,t):return nt.nodes.new(t)
def mathn(nt,op,a,b=0):
 n=node(nt,'ShaderNodeMath');n.operation=op
 for v,i in [(a,0),(b,1)]:
  if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
  else:n.inputs[i].default_value=v
 return n.outputs[0]
def mix(nt,f,a,b,mode='MIX'):
 n=node(nt,'ShaderNodeMixRGB');n.blend_type=mode
 for v,i in [(f,0),(a,1),(b,2)]:
  if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
  else:n.inputs[i].default_value=v
 return n.outputs[0]
def inode(nt,p,uv=None,nc=False):
 n=node(nt,'ShaderNodeTexImage');n.image=bpy.data.images.load(str(p),check_existing=True)
 if nc:n.image.colorspace_settings.name='Non-Color'
 if uv is not None:nt.links.new(uv,n.inputs['Vector'])
 return n

def material(cfg):
 name,ident,tint,rough,strength,metal=cfg
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear()
 files={k:BAKES/f'{name}_{k}.jpg' for k in ['BaseColor','Normal','ORM']}
 if PREFLIGHT:files={k:BAKES/f'preflight_{k}.jpg' for k in files}
 if not all(p.exists() for p in files.values()):
  out=node(nt,'ShaderNodeOutputMaterial');bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
  uv=node(nt,'ShaderNodeTexCoord').outputs['UV'];source_uv=uv
  if name=='Oak':
   xyw=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,xyw.inputs[0]);cuvw=node(nt,'ShaderNodeCombineXYZ');nt.links.new(xyw.outputs['X'],cuvw.inputs['X']);nt.links.new(mathn(nt,'ADD',mathn(nt,'MULTIPLY',mathn(nt,'SINE',mathn(nt,'MULTIPLY',xyw.outputs['Y'],math.tau)),.022),.108),cuvw.inputs['Y']);source_uv=cuvw.outputs[0]
  diff=inode(nt,TEX/f'{ident}_diff_1k.jpg',source_uv)
  bw=node(nt,'ShaderNodeRGBToBW');nt.links.new(diff.outputs[0],bw.inputs[0])
  col=mix(nt,1,mathn(nt,'ADD',mathn(nt,'MULTIPLY',bw.outputs[0],1.4),.32),(*tint,1),'MULTIPLY')
  # Periodic 4D weather noise: opposite swatch edges have identical coordinates.
  xy=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,xy.inputs[0])
  u=mathn(nt,'MULTIPLY',xy.outputs['X'],math.tau);v=mathn(nt,'MULTIPLY',xy.outputs['Y'],math.tau)
  xyz=node(nt,'ShaderNodeCombineXYZ')
  for sock,val in zip(xyz.inputs,[mathn(nt,'COSINE',u),mathn(nt,'SINE',u),mathn(nt,'COSINE',v)]):nt.links.new(val,sock)
  nn=node(nt,'ShaderNodeTexNoise');nn.noise_dimensions='4D';nn.inputs['Scale'].default_value=3.8;nn.inputs['Detail'].default_value=4
  nt.links.new(xyz.outputs[0],nn.inputs['Vector']);nt.links.new(mathn(nt,'SINE',v),nn.inputs['W'])
  col=mix(nt,1,col,mathn(nt,'ADD',mathn(nt,'MULTIPLY',nn.outputs['Fac'],.46),.72),'MULTIPLY')
  if name in ['Slate','Tile']:
   moss=mathn(nt,'MINIMUM',mathn(nt,'MAXIMUM',mathn(nt,'MULTIPLY',mathn(nt,'SUBTRACT',nn.outputs['Fac'],.59),1.9),0),.22)
   col=mix(nt,moss,col,(.13,.16,.052,1))
  if name=='Plaster':
   col=mix(nt,1,mathn(nt,'ADD',mathn(nt,'MULTIPLY',bw.outputs[0],.43),.76),(*tint,1),'MULTIPLY')
  if name=='Rubble':
   hue=node(nt,'ShaderNodeHueSaturation');nt.links.new(diff.outputs[0],hue.inputs['Color']);hue.inputs['Saturation'].default_value=.28
   col=mix(nt,1,mix(nt,1,hue.outputs[0],(1.3,1.32,1.29,1),'MULTIPLY'),(.105,.103,.094,1),'ADD')
   heighttex=inode(nt,TEX/f'{ident}_disp_1k.jpg',source_uv,True)
   limemask=mathn(nt,'MINIMUM',mathn(nt,'MAXIMUM',mathn(nt,'MULTIPLY',mathn(nt,'SUBTRACT',.60,heighttex.outputs[0]),8),0),.92)
   col=mix(nt,limemask,col,mix(nt,nn.outputs['Fac'],(.20,.197,.176,1),(.31,.30,.27,1)))
  arm=inode(nt,TEX/f'{ident}_arm_1k.jpg',source_uv,True);sep=node(nt,'ShaderNodeSeparateColor');nt.links.new(arm.outputs[0],sep.inputs[0])
  roughsock=mathn(nt,'ADD',mathn(nt,'MULTIPLY',sep.outputs['Green'],.20),rough-.14)
  nt.links.new(col,bs.inputs['Base Color']);nt.links.new(roughsock,bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
  normal=inode(nt,TEX/f'{ident}_nor_gl_1k.jpg',source_uv,True);nm=node(nt,'ShaderNodeNormalMap');nm.inputs['Strength'].default_value=strength;nt.links.new(normal.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
  bpy.ops.mesh.primitive_plane_add(size=2);plane=bpy.context.object;plane.data.materials.append(m)
  target=node(nt,'ShaderNodeTexImage');sc.cycles.samples=4;sc.render.bake.margin=0
  for kind,path in files.items():
   size=64 if PREFLIGHT else (512 if kind=='ORM' or name in ['Iron','Glass'] else 1024)
   im=bpy.data.images.new(name+'_'+kind,width=size,height=size,alpha=False)
   if kind!='BaseColor':im.colorspace_settings.name='Non-Color'
   target.image=im;nt.nodes.active=target
   if kind=='Normal':nt.links.new(bs.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='NORMAL')
   else:
    em=node(nt,'ShaderNodeEmission')
    if kind=='BaseColor':nt.links.new(col,em.inputs[0])
    else:
     combine=node(nt,'ShaderNodeCombineColor');nt.links.new(mathn(nt,'ADD',mathn(nt,'MULTIPLY',sep.outputs['Red'],.25),.75),combine.inputs['Red']);nt.links.new(roughsock,combine.inputs['Green']);combine.inputs['Blue'].default_value=metal;nt.links.new(combine.outputs[0],em.inputs[0])
    nt.links.new(em.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT')
   im.filepath_raw=str(path);im.file_format='JPEG';sc.render.image_settings.quality=94;im.save()
  bpy.data.objects.remove(plane,do_unlink=True)
  print('BAKED',name,flush=True)
 nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial');bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
 base=inode(nt,files['BaseColor']);vc=node(nt,'ShaderNodeVertexColor');vc.layer_name='COLOR_0';nt.links.new(mix(nt,1,base.outputs[0],vc.outputs['Color'],'MULTIPLY'),bs.inputs['Base Color'])
 normal=inode(nt,files['Normal'],nc=True);nm=node(nt,'ShaderNodeNormalMap');nt.links.new(normal.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
 orm=inode(nt,files['ORM'],nc=True);sep=node(nt,'ShaderNodeSeparateColor');nt.links.new(orm.outputs[0],sep.inputs[0]);nt.links.new(sep.outputs['Green'],bs.inputs['Roughness']);nt.links.new(sep.outputs['Blue'],bs.inputs['Metallic'])
 group=bpy.data.node_groups.get('glTF Material Output')
 if not group:
  group=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');group.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
 gn=node(nt,'ShaderNodeGroup');gn.node_tree=group;nt.links.new(sep.outputs['Red'],gn.inputs['Occlusion'])
 return m
MATS=[material(c) for c in (CONFIG[:1] if PREFLIGHT else CONFIG)]
if PREFLIGHT:
 bpy.ops.mesh.primitive_cube_add();ob=bpy.context.object;ob.data.materials.append(MATS[0]);ob.data.color_attributes.new(name='COLOR_0',type='BYTE_COLOR',domain='CORNER')
 for a in ob.data.color_attributes['COLOR_0'].data:a.color=(1,1,1,1)
 bpy.ops.export_scene.gltf(filepath=str(ROOT/'preflight.glb'),export_format='GLB',export_vertex_color='ACTIVE')
 bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
 bpy.data.node_groups['glTF Material Output'].name='Bake AO settings';bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'));print('PREFLIGHT_OK',flush=True);sys.exit(0)
# Geometry directly aggregated by material, following the Breton builder.
G=None;HOUSE=1;W=8;D=10;EAVE=10.8
TINTS={1:(1,.94,.79),2:(1,.79,.48),3:(.91,.94,.86),4:(.93,.98,1),5:(1,1,.94),6:(1,.91,.70)}
def weather(p,mat,tint):
 x,y,z=p; n=noise(Vector((x*.58+HOUSE*6,y*.63,z*.42)))
 f=.94+.10*n
 if mat in [0,2,5,8]:
  foot=math.exp(-max(0,z)*2.3)*(.30+.2*noise(Vector((x*1.4,y*1.4,1))))
  streak=(.5+.5*math.sin(x*7.9+noise(Vector((x*.8,y*.8,z*.2)))*4))**5
  f*=1-foot-.06*streak
  if abs(x)>W/2-.16:
   rain=math.exp(-((y-.35)/.26)**2)+.65*math.exp(-((y-D+.45)/.32)**2)
   f*=1-.25*min(1,rain)*(max(0,min(1,(EAVE-z)/2)))*math.exp(-max(0,EAVE-z)*.11)
 if mat==2:
  # Local tint variation across panels, contact dirt at beam and eave height.
  tint=tuple(a*b for a,b in zip(tint,TINTS[HOUSE]))
  f*=1-.14*math.exp(-abs((z-3)%2.6-.1)*6)
  if x>0:tint=(tint[0]*.94,tint[1]*.97,tint[2])
 if mat in [3,4]:
  moss=max(0,n-.04)*.85
  tint=(tint[0]*(1-moss*.45),tint[1],tint[2]*(1-moss*.7))
  if HOUSE in [2,5]:tint=(tint[0],tint[1]*.90,tint[2]*.82)
 return tuple(max(.035,min(1,a*f)) for a in tint)+(1,)
class Mesh:
 def __init__(self,name,mat):self.name=name;self.mat=mat;self.v=[];self.f=[];self.uv=[];self.cols=[];self.sm=[]
 def add(self,vs,fs,tint=(1,1,1),uvfun=None,smooth=False):
  off=len(self.v);self.v.extend([tuple(v) for v in vs]);self.cols.extend([weather(v,self.mat,tint) for v in vs])
  for face in fs:
   if len(face)<3:continue
   vv=[Vector(vs[i]) for i in face];n=(vv[1]-vv[0]).cross(vv[2]-vv[0]);axis=max(range(3),key=lambda k:abs(n[k]));ij=[k for k in range(3) if k!=axis]
   self.f.append(tuple(off+i for i in face));self.sm.append(smooth)
   if isinstance(uvfun,tuple):
    inv,origin,longaxis,offset=uvfun;local=[inv@(v-origin) for v in vv];ln=(local[1]-local[0]).cross(local[2]-local[0]);normalaxis=max(range(3),key=lambda k:abs(ln[k]));across=next((k for k in range(3) if k not in [normalaxis,longaxis]),(longaxis+1)%3)
    self.uv.append([(v[longaxis]/2+offset[0],v[across]/2+offset[1]) for v in local])
   else:self.uv.append([uvfun(v) if uvfun else (v[ij[0]]/2,v[ij[1]]/2) for v in vv])
 def finish(self,root):
  me=bpy.data.meshes.new(self.name);me.from_pydata(self.v,[],self.f);me.materials.append(MATS[self.mat]);me.update()
  uv=me.uv_layers.new(name='UVMap');vc=me.color_attributes.new(name='COLOR_0',type='BYTE_COLOR',domain='CORNER')
  for poly,coords,sm in zip(me.polygons,self.uv,self.sm):
   poly.use_smooth=sm
   for li,co in zip(poly.loop_indices,coords):uv.data[li].uv=co;vc.data[li].color=self.cols[me.loops[li].vertex_index]
  ob=bpy.data.objects.new(self.name,me);bpy.context.collection.objects.link(ob);ob.parent=root
  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.000001);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bmesh.ops.triangulate(bm,faces=list(bm.faces));bmesh.ops.delete(bm,geom=[f for f in bm.faces if f.calc_area()<1e-11],context='FACES');bm.to_mesh(me);bm.free();me.update()
  return ob

def add(v,f,m,tint=(1,1,1),uv=None,smooth=False):G[m].add(v,f,tint,uv,smooth)
BOX_CACHE={}
def box(c,size,m=1,bev=.015,rot=None,tint=(1,1,1)):
 key=(tuple(round(v,5) for v in size),round(bev,5))
 lbox(mp,u,.13,z-.17,w+.45,.44,.12,mat,.014)
 lbox(mp,u,-.06,z+h*.51,.065,.10,h,mat,.006)
 lbox(mp,u,-.065,z+h*.60,w,.105,.060,mat,.006)
 # Diamond lead cames, clipped to each rectangular aperture.
 for direction in [-1,1]:
  for k in range(-12,13):
   b=k*.235
   pts=[]
   for xx in [-w/2+.04,w/2-.04]:
    zz=direction*xx+b
    if .03<=zz<=h-.03:pts.append((xx,zz))
   for zz in [.03,h-.03]:
    xx=(zz-b)/direction
    if -w/2+.04<xx<w/2-.04:pts.append((xx,zz))
   if len(pts)>=2:beam(mp(u+pts[0][0],-.20,z+pts[0][1]),mp(u+pts[1][0],-.20,z+pts[1][1]),.012,.012,6)
 if shutters:
  for ss in [-1,1]:
   su=u+ss*(w*.75+.21)
   for k in range(3):lbox(mp,su+(k-1)*w/6,.09,z+h/2,w/6-.012,.09,h,1,.007,tint=(1,.90,.74))
   for zz in [z+.22,z+h-.22]:lbox(mp,su,.15,zz,w/2,.055,.08,1,.008);lbox(mp,su,.185,zz,w*.38,.025,.025,6,.003)
 if rich:
  lbox(mp,u,.10,z-.39,w+.23,.17,.33,1,.016)
  for k in [-1,0,1]:
   cu=u+k*w*.28;r=.13
   tube([mp(cu+r*math.sin(t*math.tau/12),.21,z-.39+r*math.cos(t*math.tau/12)) for t in range(13)],.018,1,5,tint=(1,.9,.76))
   lbeam(mp,cu-r,z-.52,cu+r,z-.26,.205,.025,.035)

def door(mp,u,w=1.20,h=2.35,base=.12,studded=False):
 for k in range(max(6,round(w/.17))):
  n=max(6,round(w/.17));lbox(mp,u-w/2+(k+.5)*w/n,-.20,base+h/2,w/n-.008,.10,h,1,.008,tint=(1,.91,.78))
 for ss in [-1,1]:lbox(mp,u+ss*(w/2+.09),.01,base+h/2,.18,.25,h+.16,0 if HOUSE in [1,3,4] else 1,.02)
 lbox(mp,u,.015,base+h+.10,w+.42,.28,.19,0 if HOUSE in [1,3,4] else 1,.022)
 for zz in [base+.35,base+h-.38]:
  lbox(mp,u,-.125,zz,w*.88,.04,.055,6,.007)
  if studded:
   for x in range(7):cyl(mp(u-w*.39+x*w*.13,-.10,zz),mp(u-w*.39+x*w*.13,-.075,zz),.022,6,6)
 if studded:
  for x in [-.36,0,.36]:
   for zz in [.65,1.03,1.42,1.83]:cyl(mp(u+x*w,-.125,base+zz),mp(u+x*w,-.095,base+zz),.021,6,6)
 tube([mp(u+w*.28+.065*math.sin(t*math.tau/12),-.06,base+1.05+.085*math.cos(t*math.tau/12)) for t in range(13)],.019,6,6)
 for k in range(2):lbox(mp,u,.24+k*.22,.055+(1-k)*.065,w+.42+k*.18,.50+k*.30,.11+(1-k)*.13,0,.025)

def arch(mp,u,w,spring,base=.14,pointed=False,shop=False):
 r=w/2;rise=r*(1.30 if pointed else 1)
 # Contour of a rounded or Gothic arch. Independent voussoirs share exact endpoints.
 def top(x):
  t=abs(x)/r
  return spring+rise*((1-t)**.68 if pointed else math.sqrt(max(0,1-t*t)))
 samples=24
 for ss in [-1,1]:
  for j in range(max(3,round((spring-base)/.38))):
   n=max(3,round((spring-base)/.38));lbox(mp,u+ss*(r+.15),.025,base+(j+.5)*(spring-base)/n,.30,.34,(spring-base)/n-.013,0,.02)
 for j in range(samples):
  a=-r+2*r*j/samples+.007;b=-r+2*r*(j+1)/samples-.007;za=top(a);zb=top(b)
  # ring rises vertically at crown; near the spring it broadens horizontally.
  oa=a*(1+.27/r);ob=b*(1+.27/r)
  profile([(u+a,za),(u+b,zb),(u+ob,zb+.27),(u+oa,za+.27)],(-.15,.19),mp,0,(random.uniform(.79,1),)*3)
 # Fill the spandrels between rectangular wall cut and arch in matching masonry.
 for j in range(samples):
  a=-r+2*r*j/samples;b=-r+2*r*(j+1)/samples
  profile([(u+a,top(a)),(u+b,top(b)),(u+b,spring+rise+.02),(u+a,spring+rise+.02)],(-.18,-.005),mp,0)
 if not shop or HOUSE==1:
  n=round(w/.17)
  for j in range(n):
   a=-r+w*j/n+.005;b=-r+w*(j+1)/n-.005
   profile([(u+a,base),(u+b,base),(u+b,top(b)-.03),(u+a,top(a)-.03)],(-.26,-.16),mp,1,(1,.9,.77))
  for zz in [base+.38,spring-.25]:
   lbox(mp,u,-.105,zz,w*.93,.045,.065,6,.008)
   for j in range(9):cyl(mp(u-w*.43+j*w*.1075,-.078,zz),mp(u-w*.43+j*w*.1075,-.052,zz),.021,6,6)
  for ss in [-1,1]:tube([mp(u+ss*.18+.064*math.sin(t*math.tau/12),-.085,1.05+.09*math.cos(t*math.tau/12)) for t in range(13)],.018,6,6)
 else:
  for j in range(round(w/.20)):lbox(mp,u-w/2+(j+.5)*w/round(w/.20),-.24,.66,w/round(w/.20)-.008,.10,.92,1,.01)
  lbox(mp,u,.14,.98,w+.20,.55,.16,0,.02)
 return spring+rise

def corbel(mp,u,z,projection=.30,stone=False):
 # Carved concave console: top bears the jetty, lower heel keys into the wall.
 poly=[(0,z-.61),(.12,z-.61),(.15,z-.44),(.22,z-.32),(projection+.10,z-.20),(projection+.13,z-.055),(0,z-.055)]
 # Extrude sideways, using local depth as profile horizontal coordinate.
 profile(poly,(-.115,.115),lambda d,side,zz:mp(u+side,d,zz),0 if stone else 1)
 for zz,depth in [(z-.14,projection+.06),(z-.25,.21)]:lbox(mp,u,depth/2,zz,.27,depth,.065,0 if stone else 1,.01)

def framing(mp,width,z0,z1,bays,rich=False):
 for z,h in [(z0+.08,.22),(z0+.29,.075),(z1-.10,.20)]:lbox(mp,0,.055,z,width-.03,.24,h,1,.018)
 xs=[-width/2+.14+i*(width-.28)/bays for i in range(bays+1)]
 for i,x in enumerate(xs):lbeam(mp,x,z0+.18,x+(.025*math.sin(i*7+HOUSE) if i not in [0,bays] else 0),z1-.16,.055,.19,.20)
 for i in range(bays):
  a,b=xs[i]+.09,xs[i+1]-.09
  if i%2==0:lbeam(mp,a,z0+.35,a+(b-a)*.35,z0+.65,.062,.135,.15)
  else:lbeam(mp,b,z0+.35,b-(b-a)*.35,z0+.65,.062,.135,.15)
  if rich:
   if ina:out.append(a)
   if ina!=inb:
    t=va/(va-vb);out.append((a[0]+t*(b[0]-a[0]),a[1]+t*(b[1]-a[1])))
  return out
 nu=math.ceil(width/.31);nz=math.ceil((height-.12)/.31)
 for i in range(nu):
  a=-width/2+width*i/nu;b=-width/2+width*(i+1)/nu
  for j in range(nz):
   c=.12+(height-.12)*j/nz;d=.12+(height-.12)*(j+1)/nz
   for tri in [[(a,c),(b,c),(b,d)],[(a,c),(b,d),(a,d)]]:
    for mat,lim,pos in [(5,.08,False),(2,0,True)]:
     poly=clip(tri,lim,pos)
     if len(poly)<3:continue
     vs=[]
     for u,z in poly:
      dep=-.062+relief(u,z)*.060 if mat==5 else -.006+.003*noise(Vector((u*2,z*2,HOUSE)))
      vs.append(mp(u,dep,z))
     base=Vector(mp(0,0,0));ex=Vector(mp(1,0,0))-base
     add(vs,[tuple(range(len(vs)))],mat,(1,1,1),lambda p:((p-base).dot(ex)/2,p.z/2),True)

def parties(storeys,stone=False):
 height=3+(storeys-1)*2.6
 for side in [-1,1]:
  mp=side_at(side)
  if stone:wall(mp,D,.12,height,[],5,.27,exact=True,tint=(.93,.95,.91))
  else:party_skin(mp,D,height)

ROOTS=[];META={};EXPORT_OBS=[]
NAMES={1:'House_merchant',2:'House_shop',3:'House_tavern',4:'House_tower',5:'House_joiner',6:'House_bakery'}
SIZES={1:(8,10,4),2:(6,9,3),3:(10,10,3),4:(5,8,4),5:(7,9,2),6:(6,9,2)}
def begin_house(num):
 global G,HOUSE,W,D,EAVE
 HOUSE=num;W,D,storeys=SIZES[num];EAVE=3+2.6*(storeys-1);random.seed(8106+num)
 G={i:Mesh(NAMES[num]+'_'+c[0],i) for i,c in enumerate(CONFIG)};foundation()
 return storeys

def merchant():
 begin_house(1);mp=front_at()
 # Ground-floor stone portal and wide arched trading window.
 holes=[(-3.25,-1.75,.14,2.77),(-.55,3.25,.15,2.77)]
 wall(mp,W,.12,3,holes,0,.34);ashlar(mp,W,.12,3,holes)
 arch(mp,-2.5,1.5,1.78,pointed=True);arch(mp,1.35,3.8,.87,shop=True)
 lbox(mp,1.35,.14,.70,4.0,.48,.17,0,.018)
 for k in range(3):lbox(mp,-2.5,.23+k*.22,.07+(2-k)*.07,1.87+k*.10,.48+k*.29,.14+(2-k)*.14,0,.025)
 for floor in range(3):
  z=3+floor*2.6;j=(floor+1)*.20;fm=front_at(j)
  xs=[-2.51,0,2.51];holes=[(x-.66,x+.66,z+.85,z+2.19) for x in xs]
  wall(fm,W,z,z+2.6,holes,2,.36)
  framing(fm,W,z,z+2.6,3,True)
  for x in xs:window(fm,x,z+.85,1.32,1.34,rich=True)
  for x in [-3.84,-1.31,1.31,3.84]:corbel(front_at(j-.20),x,z,.36)
  # Slender upper frieze and pegged joints.
  for x in [-3.82,-1.30,1.30,3.82]:
   for zz in [z+.36,z+2.32]:cyl(fm(x,.168,zz),fm(x,.185,zz),.030,1,8,tint=(.55,.53,.48))
 jetty_returns(4,.20);parties(4);rear(4);quoins(3)
 ridge=roof(True,EAVE,4.45,.60,4,[(-2.3,1),(2.4,1)])
 finial(front_at(.70),ridge+.06)
 # Rich chamfered stone imposts and decorative capitals at ground piers.
 for x in [-3.80,-1.17,3.80]:
  for z,w,h in [(2.62,.43,.12),(2.80,.55,.10),(2.91,.64,.12)]:lbox(mp,x,.10,z,w,.43,h,0,.018)
 return -2.5

def shop():
 begin_house(2);mp=front_at();holes=[(-2.65,-1.55,.13,2.45),(-1.15,2.62,.73,2.48)]
 wall(mp,W,.13,3,holes,2,.36);door(mp,-2.10,1.10,2.32)
 for x in [-2.87,-1.36,2.87]:lbeam(mp,x,.13,x,2.88,.06,.22,.28)
 lbox(mp,0,.06,2.86,W,.28,.27,1)
 # Open shop: lowered plank shutter, upper shutter lifted under the beam.
 for j in range(14):lbox(mp,-1.12+(j+.5)*3.72/14,.66,.89,3.72/14-.008,1.28,.10,1,.009,tint=(1,.94,.80))
 for x in [-.85,2.30]:beam(mp(x,.05,.36),mp(x,1.22,.84),.085,.09,1)
 for j in range(14):
  box(mp(-1.12+(j+.5)*3.72/14,.43,2.50),(3.72/14-.008,1.0,.09),1,.008,Matrix.Rotation(math.radians(-12),3,'X'))
 for x in [-.9,2.35]:beam(mp(x,.05,1.88),mp(x,.86,2.38),.035,.035,6)
 for zz in [1.08,1.54]:lbox(mp,.73,-.32,zz,3.45,.18,.08,1,.008)
 for j in range(8):cyl(mp(-.7+j*.4,-.22,.99),mp(-.7+j*.4,-.22,1.12),.09,3,10,r2=.055,tint=(.9,.82,.65))
 for floor in range(2):
  z=3+floor*2.6;fm=front_at((floor+1)*.19);xs=[-.72,.78];holes=[(x-.39,x+.39,z+.8,z+2.1) for x in xs]
  wall(fm,W,z,z+2.6,holes,2,.35);framing(fm,W,z,z+2.6,4)
  for x in xs:window(fm,x,z+.8,.78,1.30)
  for s in [-1,1]:
   lbeam(fm,s*2.73,z+.25,s*1.64,z+2.32,.075,.16,.18)
   lbeam(fm,s*1.64,z+.25,s*2.73,z+2.32,.079,.16,.18)
 jetty_returns(3,.19 if HOUSE==2 else .18);parties(3);rear(3);quoins(3)
 roof(False,EAVE,3.55,.38,3,[(0,-1)])
 chimney(1.86,D/2+.25,EAVE+2.91,False,1.75)
 return -2.10

def tavern():
 begin_house(3);mp=front_at();holes=[(-4.45,-1.15,.13,2.78),(-.55,.65,.14,2.48),(2.0,3.78,1.15,2.43)]
 wall(mp,W,.12,3,holes,5,.25);arch(mp,-2.80,3.30,1.10);door(mp,.05,1.20,2.34,studded=True);window(mp,2.89,1.15,1.78,1.28,True)
 for floor in range(2):
  z=3+2.6*floor;fm=front_at(.18*(floor+1));xs=[-3.75,-1.25,1.25,3.75];holes=[(x-.62,x+.62,z+.87,z+2.19) for x in xs]
  wall(fm,W,z,z+2.6,holes,2,.38);framing(fm,W,z,z+2.6,4)
  for x in xs:window(fm,x,z+.87,1.24,1.32)
  for i in range(4):
   a=-4.84+i*2.5;b=a+2.25
   lbeam(fm,a,z+.30,(a+b)/2,z+.69,.069,.13,.17)
   lbeam(fm,b,z+.30,(a+b)/2,z+.69,.069,.13,.17)
 jetty_returns(3,.19 if HOUSE==2 else .18);parties(3);rear(3);quoins(3);roof(False,EAVE,3.10,.36,3)
 chimney(3.62,D/2+.45,EAVE+2.50,False,2.05)
 # Bench carries through to the wall, with paired trestles and worn edges.
 for j in range(3):lbox(mp,2.55,.60+j*.16,.54,3.05,.15,.10,1,.012)
 for x in [1.35,3.75]:
  for d in [.55,.96]:lbeam(mp,x,.07,x,.50,d,.12,.14)
  lbox(mp,x,.73,.21,.14,.55,.12,1)
 for zz in [.85,1.06]:lbox(mp,2.55,.19,zz,3.1,.11,.16,1)
 for x in [1.34,3.76]:lbeam(mp,x,.13,x,1.14,.20,.09,.12)
 sign_and_lantern(mp)
 for x,y in [(4.37,.62),(4.37,1.23)]:barrel(mp,x,y,.10,.32,.82)
 return .05

def barrel(mp,u,d,z,r=.32,h=.80):
 n=14;vs=[]
 for zz,rr in [(z,r*.85),(z+.15*h,r*.95),(z+.5*h,r),(z+.85*h,r*.95),(z+h,r*.85)]:vs.extend([mp(u+rr*math.cos(i*math.tau/n),d+rr*math.sin(i*math.tau/n),zz) for i in range(n)])
 fs=[tuple(range(n-1,-1,-1)),tuple(range(4*n,5*n))]+[(j*n+i,j*n+(i+1)%n,(j+1)*n+(i+1)%n,(j+1)*n+i) for j in range(4) for i in range(n)];add(vs,fs,1,(.9,.84,.68))
 for f,rr in [(.15,r*.96),(.80,r*.98)]:tube([mp(u+rr*math.cos(i*math.tau/n),d+rr*math.sin(i*math.tau/n),z+f*h) for i in range(n+1)],.026,6,6)

def sign_and_lantern(mp):
 # Large forged bracket extends normal to street, with scrolls in the d/z plane.
 u=1.65
 for a,b in [((.08,3.28),(.08,5.15)),((.06,4.93),(1.68,4.93)),((.06,3.68),(1.60,4.93))]:beam(mp(u,a[0],a[1]),mp(u,b[0],b[1]),.075,.075,6)
 for dc,zc,rr in [(.60,4.57,.26),(1.12,4.72,.18),(.24,4.04,.19)]:tube([mp(u,dc+rr*(1-i/40)*math.cos(i*math.pi/14),zc+rr*(1-i/40)*math.sin(i*math.pi/14)) for i in range(31)],.022,6,6)
 for dd in [.77,1.48]:cyl(mp(u,dd,4.92),mp(u,dd,4.43),.020,6,6)
 # Shield lies in side plane, with colored crown/thistle pictogram, no words.
 sm=lambda x,d,z:mp(u+d,1.13+x,z)
 profile([(-.52,4.43),(.52,4.43),(.48,3.48),(0,3.22),(-.48,3.48)],(-.055,.055),sm,1)
 profile([(-.45,4.36),(.45,4.36),(.41,3.52),(0,3.30),(-.41,3.52)],(.06,.07),sm,2,(.30,.25,.12))
 # Painted emblems made from shallow colored geometry using shared plaster shelf.
 for side in [-1,1]:
  dd=side*.074
  profile([(-.29,4.12),(-.33,4.30),(-.15,4.22),(0,4.36),(.15,4.22),(.33,4.30),(.29,4.12)],(dd,dd+side*.005),sm,2,(1,.76,.24))
  tube([sm(.22*math.sin(i*math.tau/16),dd,3.73+.25*math.cos(i*math.tau/16)) for i in range(17)],.065,2,6,(.22,.42,.11))
 # Lantern at the main entrance, visible attached hook and cage.
 u=.98;cyl(mp(u,.02,2.62),mp(u,.39,2.62),.025,6,8)
 tube([mp(u,.39+.09*math.sin(i*math.pi/12),2.54+.09*math.cos(i*math.pi/12)) for i in range(13)],.018,6)
 lbox(mp,u,.39,2.23,.23,.22,.38,7,.007,tint=(1,.75,.32))
 for ss in [-1,1]:
  for dd in [.28,.50]:beam(mp(u+ss*.12,dd,2.04),mp(u+ss*.12,dd,2.44),.020,.02,6)
 for zz in [2.03,2.44]:lbox(mp,u,.39,zz,.29,.28,.045,6,.008)
 cyl(mp(u,.39,2.45),mp(u,.39,2.57),.20,6,4,r2=.055)

def joiner():
 begin_house(5);mp=front_at();holes=[(-2.98,.35,.14,2.63),(1.04,2.74,.14,2.63)]
 wall(mp,W,.12,3,holes,2,.36)
 # Posts mortised into stone shoes support workshop lintel.
 for x in [-3.32,.64,3.30]:
  lbox(mp,x,.015,.23,.32,.34,.46,0,.018);lbeam(mp,x,.46,x,2.88,.025,.21,.28)
 lbox(mp,0,.035,2.81,W,.32,.32,1,.022)
 # Upward-hinged plank shutter canopy, supported by iron stays.
 for a,b in [(-2.98,.35),(1.04,2.74)]:
  n=math.ceil((b-a)/.24)
  for j in range(n):box(mp(a+(j+.5)*(b-a)/n,.57,2.64),((b-a)/n-.009,1.15,.10),1,.01,Matrix.Rotation(math.radians(-10),3,'X'),(1,.94,.79))
  for x in [a+.18,b-.18]:beam(mp(x,.03,1.91),mp(x,1.08,2.53),.029,.033,6)
 # Dark room planes already close the apertures at .4m. Interior bench is in front of backing.
 lbox(mp,-1.31,-.16,.95,2.73,.40,.13,1,.018,tint=(1,.91,.70))
 for x in [-2.37,-.25]:lbeam(mp,x,.13,x,.89,-.15,.12,.15)
 for z in [1.53,2.04]:lbox(mp,-1.32,-.31,z,2.58,.12,.10,1,.009)
 for x in [-2.3,-1.75,-1.12,-.52]:
  lbeam(mp,x,1.54,x+.06,1.96,-.22,.045,.06)
  lbox(mp,x+.06,-.20,1.90,.23,.075,.10,0,.008)
 # Leaning stock boards stay within the facade's frontage and project <1.8 m.
 for i in range(5):
  x=2.92+(i%2)*.16
  beam(mp(x,.83+i*.09,.03),mp(x-.15,.18,1.48+i*.13),.13,.055,1,(1,.97,.84))
 for u,w in [(-1.30,3.25),(1.90,1.66)]:
  for k in range(2):lbox(mp,u,.35+k*.33,.055+(1-k)*.08,w+.1,.56+k*.38,.11+(1-k)*.16,0,.024)
 z=3;fm=front_at(.21);xs=[-1.78,1.64];holes=[(x-.53,x+.53,z+.85,z+2.13) for x in xs]
 wall(fm,W,z,z+2.6,holes,2,.36);framing(fm,W,z,z+2.6,4)
 for x in xs:window(fm,x,z+.85,1.06,1.28,shutters=True)
 for ss in [-1,1]:lbeam(fm,ss*3.31,z+.25,ss*2.36,z+2.36,.06,.17,.19)
 jetty_returns(2,.21);parties(2);rear(2);quoins(3);roof(False,EAVE,3.10,.21,3,[(.10,-1)],True)
 return 1.90

def tower():
 begin_house(4);mp=front_at();holes=[(-1.76,-.54,.14,2.52),(.45,1.40,1.03,2.33)]
 for z in [3.75,6.43,9.03]:
  for x in [-1.13,1.13]:holes.append((x-.46,x+.46,z,z+1.33))
 wall(mp,W,.12,EAVE,holes,5,.21);parties(4,True);rear(4,True);quoins(EAVE)
 door(mp,-1.15,1.22,2.38,studded=True);window(mp,.925,1.03,.95,1.30,True)
 for a,b,c,d in holes[2:]:window(mp,(a+b)/2,c,b-a,d-c,True,shutters=True)
 # Second-floor oriel: cantilevered stone box with three mullioned lights.
 # Vertical support consoles curve into the main stone wall.
 om=front_at(.89)
 for x in [-.91,0,.91]:corbel(mp,x,5.99,.83,True)
 lbox(mp,0,.45,6.04,2.52,.95,.20,0,.023)
 lbox(mp,0,.47,6.38,2.30,.89,.52,0,.015)
 for x in [-.80,0,.80]:
  lbox(om,x,.025,6.38,.64,.065,.37,0,.014,tint=(.81,.84,.77))
  tube([om(x+.22*math.sin(t*math.tau/12),.075,6.38+.15*math.cos(t*math.tau/12)) for t in range(13)],.022,0,6)
 lbox(mp,0,.47,6.72,2.50,1.01,.14,0,.024)
 for x in [-.81,0,.81]:window(om,x,6.88,.59,1.54,True)
 for x in [-1.22,1.22]:lbox(mp,x,.47,7.60,.16,.95,1.94,0,.018)
 lbox(mp,0,.49,8.58,2.66,1.10,.18,0,.022)
 # Sloped oriel cap in visible slate courses.
 for j in range(5):
  d=.99-j*.20;z=8.70+j*.13
  for i in range(8):
   x=-1.32+i*.33;roof_plate([Vector(mp(x,d,z)),Vector(mp(x+.324,d,z)),Vector(mp(x+.324,d-.25,z+.15)),Vector(mp(x,d-.25,z+.15))],4,(.85,.90,.85))
 ridge=roof(True,EAVE,3.53,0,4)
 # Tall external chimney keyed into party wall, entirely within exact side plane.
 x=1.96;y=3.85

codex
The runtime viewer loads the three-house export correctly. The renders still show two things to improve: the roof texture adds a second grid over the modeled tiles, and the party walls need stronger weathering. I’m correcting those while adding the workshop.

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 '180,260p' build_kit.py; sed -n '355,560p' build_kit.py; sed -n '750,910p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
 key=(tuple(round(v,5) for v in size),round(bev,5))
 if key not in BOX_CACHE:
  bm=bmesh.new();bmesh.ops.create_cube(bm,size=1)
  for v in bm.verts:v.co=Vector(tuple(v.co[i]*size[i] for i in range(3)))
  if bev:bmesh.ops.bevel(bm,geom=list(bm.edges),offset=min(bev,min(size)*.22),segments=1,affect='EDGES')
  bm.verts.ensure_lookup_table();bm.verts.index_update();BOX_CACHE[key]=([v.co.copy() for v in bm.verts],[tuple(v.index for v in f.verts) for f in bm.faces]);bm.free()
 vs,fs=BOX_CACHE[key];c=Vector(c);vs=[(rot@v if rot else v)+c for v in vs]
 uv=None
 if m==1:
  factor=.88+.18*(.5+.5*math.sin(c.x*14+c.y*7+c.z*11));tint=tuple(a*factor for a in tint)
  uv=((rot.inverted() if rot else Matrix.Identity(3)),c,max(range(3),key=lambda k:size[k]),(math.sin(c.x*13+c.y*8)*4,math.cos(c.z*6)*4))
 add(vs,fs,m,tint,uv)
def beam(a,b,w=.16,d=None,m=1,tint=(1,1,1)):
 a=Vector(a);b=Vector(b);box((a+b)/2,(w,d or w,(b-a).length),m,(0 if w<.03 else min(.018,w*.11)),(b-a).to_track_quat('Z','Y').to_matrix(),tint)
def cyl(a,b,r,m=6,n=8,r2=None,tint=(1,1,1)):
 a=Vector(a);b=Vector(b);q=(b-a).to_track_quat('Z','Y');r2=r if r2 is None else r2
 vs=[a+q@Vector((r*math.cos(i*math.tau/n),r*math.sin(i*math.tau/n),0)) for i in range(n)]+[b+q@Vector((r2*math.cos(i*math.tau/n),r2*math.sin(i*math.tau/n),0)) 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)];add(vs,fs,m,tint,smooth=True)
def tube(ps,r,m=6,n=6,tint=(1,1,1)):
 for a,b in zip(ps,ps[1:]):cyl(a,b,r,m,n,tint=tint)
def profile(poly,depth,mp,m,tint=(1,1,1)):
 vs=[mp(u,d,z) for d in depth for u,z 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)];add(vs,fs,m,tint)
def lbox(mp,u,d,z,w,t,h,m=1,bev=.015,tint=(1,1,1)):
 c=Vector(mp(u,d,z));ex=Vector(mp(u+1,d,z))-c;ey=Vector(mp(u,d+1,z))-c;rot=Matrix((ex,ey,Vector((0,0,1)))).transposed();box(c,(w,t,h),m,bev,rot,tint)
def lbeam(mp,u0,z0,u1,z1,d=.055,w=.16,depth=.17,m=1,tint=(1,1,1)):
 beam(mp(u0,d,z0),mp(u1,d,z1),w,depth,m,tint)
# A facade maps u across, d outwards, z up. Every side outer plane remains exact.
def front_at(j=0):return lambda u,d,z:(u,-j-d,z)
def back_at():return lambda u,d,z:(-u,D+d,z)
def side_at(s):return lambda u,d,z:(s*(W/2+d),D/2+s*u,z)
# Registered masonry relief (same scan and same two-metre UV as the material).
disp=bpy.data.images.load(str(TEX/'rock_wall_09_disp_1k.jpg'));disp.colorspace_settings.name='Non-Color';DW,DH=disp.size
DISP=np.asarray(disp.pixels[:],dtype=np.float32).reshape(DH,DW,4)[:,:,0]
def relief(u,z):return float(DISP[int(z/2%1*(DH-1)),int(u/2%1*(DW-1))])
def intervals(a,b,z,holes):
 parts=[(a,b)]
 for x0,x1,h0,h1 in holes:
  if h0<z<h1:
   out=[]
   for s,e in parts:
    if e<=x0 or s>=x1:out.append((s,e))
    else:
     if s<x0:out.append((s,x0))
     if e>x1:out.append((x1,e))
   parts=out
 return parts

def wall(mp,width,z0,z1,holes,m=2,step=.40,exact=False,gable=0,tint=(1,1,1)):
 # Partition at aperture heights, then grid for relief and spatial COLOR_0.
 levels=sorted(set([z0,z1]+[h for a,b,c,d in holes for h in [c,d] if z0<h<z1]))
 for lo,hi in zip(levels,levels[1:]):
  rows=max(1,math.ceil((hi-lo)/step))
  for j in range(rows):
   za=lo+(hi-lo)*j/rows;zb=lo+(hi-lo)*(j+1)/rows
   wa=width/2*(1-(za-z0)/(z1-z0)) if gable else width/2;wb=width/2*(1-(zb-z0)/(z1-z0)) if gable else width/2
   for a,b in intervals(-wa,wa,(za+zb)/2,holes):
    count=max(1,math.ceil((b-a)/step))
    for k in range(count):
     ua=a+(b-a)*k/count;ub=a+(b-a)*(k+1)/count;ta=max(-wb,min(wb,ua));tb=max(-wb,min(wb,ub))
     coords=[(ua,za),(ub,za),(tb,zb),(ta,zb)]
     if abs(ta-tb)<1e-7:coords=coords[:3]
     vs=[]
     for u,z in coords:
      r=(relief(u,z)*.060 if m==5 else .006*noise(Vector((u*3,z*3,HOUSE))))
      d=(-.062+r if m==5 else -.008+r*.45) if exact else r
      vs.append(mp(u,d,z))
     if len(vs)>=3 and (Vector(vs[1])-Vector(vs[0])).cross(Vector(vs[2])-Vector(vs[0])).length>1e-8:
      base=Vector(mp(0,0,0));ex=Vector(mp(1,0,0))-base
      add(vs,[tuple(range(len(vs)))],m,tint,lambda p:((p-base).dot(ex)/2,p.z/2),True)
 # Aperture returns and dark plane at exactly .4 m behind the facade.
 for a,b,c,d in holes:
  for u in [a,b]:profile([(u,c),(u+.022,c),(u+.022,d),(u,d)],(-.4,0),mp,m)
  for z in [c,d]:lbox(mp,(a+b)/2,-.20,z,b-a,.40,.025,m,.004)
  lbox(mp,(a+b)/2,-.415,(c+d)/2,b-a+.04,.025,d-c+.04,7,0,(.09,.095,.10))

def window(mp,u,z,w=1.12,h=1.46,stone=False,shutters=False,rich=False):
 mat=0 if stone else 1
 lbox(mp,u,-.29,z+h/2,w,.035,h,7,.005,tint=(.65,.72,.73))
 for ss in [-1,1]:lbox(mp,u+ss*(w/2+.065),.025,z+h/2,.13,.20,h+.24,mat,.017)
 for zz in [z-.085,z+h+.075]:lbox(mp,u,.04,zz,w+.32,.27,.14,mat,.017)
 lbox(mp,u,.13,z-.17,w+.45,.44,.12,mat,.014)
def quoins(height):
 for sx in [-1,1]:
  for yy in [0,D]:
   for i in range(math.ceil(height/.43)):
    h=min(.416,height-i*.43)
    if h<=0:continue
    a,b=(.46,.25) if i%2 else (.28,.49)
    box((sx*(W/2-a/2),yy+(b/2 if yy==0 else -b/2),i*.43+h/2),(a,b,h),0,.022)

def foundation():
 box((0,D/2,-.69),(W,D,1.62),0,.018)
 # Low plinth course, exact width; soil-contact aging continues below grade.
 for yy in [0,D]:
  for i in range(math.ceil(W/.67)):
   n=math.ceil(W/.67);box((-W/2+(i+.5)*W/n,yy+(.09 if yy==0 else -.09),.13),(W/n-.008,.18,.26),0,.019)
# Roofs use individual clipped plates, not tiled boxes. Slightly concave courses
# follow a settled ridge; every dormer removes the underlying roof region.
def roof_plate(vs,m,tint):
 # Four sided plate, closed solid, 12 triangles; subtly bent upper face.
 lower=[Vector(p)-Vector((0,0,.033)) for p in vs];add(lower+list(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)],m,tint)
def roof(gable,eave,rise,frontjet=0,mat=3,dormers=None,worn=False):
 # Canonical roof: u along ridge, v across slope; transform for street orientation.
 dormers=dormers or []
 span=(W if gable else D+frontjet)/2+.18;length=(D+frontjet if gable else W)+.28
 center=(D-frontjet)/2
 def mp(u,v,z):return (v,center+u,z) if gable else (u,center+v,z)
 def sag(u):return -.12*math.cos(math.pi*u/length)**2
 def zz(u,v):return eave+rise*(1-abs(v)/span)+sag(u)+.032*math.sin(u*1.9+HOUSE)*(abs(v)/span)**3
 # Dormer definition: ridge position u; slope sign s; one or two small gabled lucarnes.
 dw=1.32;df=span*.70;dh=1.65;de=eave+rise*(1-df/span)+1.14;dr=.82
 def hole(u,v,z):
  for du,ss in dormers:
   side=abs(u-du)
   if side<dw/2+.07 and ss*v<df+.12 and ss*v>0:
    dz=de+dr*(1-side/(dw/2+.10))
    if zz(u,v)<dz-.045:return True
  return False
 step=.255 if mat==3 else .285;tw=.37 if mat==3 else .40
 slen=math.hypot(span,rise);rows=math.ceil(slen/step)
 for s in [-1,1]:
  for j in range(rows):
   t=j/rows;v=s*span*(1-t);vnext=s*span*(1-(j+1)/rows)
   # Roof boarding strips behind plates, clipped around dormer openings.
   n=math.ceil(length/tw)
   cuts=[-length/2]+[-length/2+(i+(j%2)*.5)*tw for i in range(1,n+1) if -length/2+(i+(j%2)*.5)*tw<length/2]+[length/2]
   for a,b in zip(cuts,cuts[1:]):
    u=(a+b)/2;vc=(v+vnext)/2
    if hole(u,vc,zz(u,vc)):continue
    va=v;vb=vnext-s*.052
    tintv=random.uniform(.77,1.0);tint=(tintv,tintv*random.uniform(.95,1),tintv*random.uniform(.91,1))
    # Local moss follows low courses and leeward damp strips.
    moss=max(0,noise(Vector((u*.73,vc*.6,HOUSE+3)))-.04)*(1.8 if j<rows*.35 else .52)
    tint=(tint[0]*(1-.48*moss),min(1.0,tint[1]*(1+.18*moss)),tint[2]*(1-.80*moss))
    missing=worn and s==-1 and ((j==7 and 2<a<2.6) or (j==12 and -2.5<a<-1.9))
    if missing:
     for k in range(2):beam(mp(a,va,zz(a,va)-.10-k*.03),mp(b,va,zz(b,va)-.10-k*.03),.045,.06,1)
     continue
    lift=random.uniform(-.009,.009)
    chip=random.uniform(.0,.026);coords=[(a+.005,va-s*chip),(b-.005,va+s*random.uniform(-.018,.018)),(b-.005,vb),(a+.005,vb)]
    vs=[Vector(mp(uu,vv,zz(uu,vv)+.045+lift-(.012 if k>=2 else 0))) for k,(uu,vv) in enumerate(coords)]
    roof_plate(vs,mat,tint)
  # Eave fascia, slightly irregular segmented run, and each exposed rafter tail.
  for j in range(math.ceil(length/.70)):
   a=-length/2+j*length/math.ceil(length/.70);b=-length/2+(j+1)*length/math.ceil(length/.70)
   beam(mp(a,s*span,zz(a,s*span)-.055),mp(b,s*span,zz(b,s*span)-.055),.13,.15,1)
   beam(mp((a+b)/2,s*(span-.30),zz((a+b)/2,s*(span-.30))-.12),mp((a+b)/2,s*(span+.025),zz((a+b)/2,s*span)-.12),.085,.12,1)
 # Curved ridge caps with crown profile and closed underside, visible joints.
 for j in range(math.ceil(length/.32)):
  a=-length/2+j*length/math.ceil(length/.32);b=-length/2+(j+1)*length/math.ceil(length/.32)-.008
  verts=[]
  for u in [a,b]:
   for i in range(7):
    th=math.pi*i/6;verts.append(mp(u,.16*math.cos(th),eave+rise+sag(u)-.15+.26*math.sin(th)))
  faces=[tuple(range(6,-1,-1)),tuple(range(7,14))]+[(i,i+1,i+8,i+7) for i in range(6)]+[(0,7,13,6)]
  add(verts,faces,mat,(.8,.81,.79))
 for u in [-length/2,length/2]:
  for s in [-1,1]:beam(mp(u,s*span,zz(u,s*span)-.005),mp(u,0,zz(u,0)+.08),.12,.16,1)
 # Gables close roof ends. Merchant uses rich front infill, others plain party walls.
 for end in [-1,1]:
  u=end*(length/2-.14)
  if gable:
   jm=frontjet if end==-1 else 0
   gm=(lambda v,d,z:(v,-jm-d,z)) if end==-1 else (lambda v,d,z:(-v,D+d,z))
   width=W
  else:
   gm=lambda v,d,z,end=end:(end*(W/2+d),center+end*v,z)
   width=D+frontjet
  attic=[(-.35,.35,eave+.48,eave+1.51)] if gable and end==-1 and HOUSE in [1,4,6] else []
  wall(gm,width,eave,eave+rise-.04,attic,5 if HOUSE==4 else 2,.34,exact=not gable,gable=1)
  lbeam(gm,-width/2+.1,eave+.05,0,eave+rise-.10,.025,.16,.19)
  lbeam(gm,0,eave+rise-.10,width/2-.1,eave+.05,.025,.16,.19)
  if attic:
   lbeam(gm,0,eave,0,eave+.36,.02,.18,.20);lbeam(gm,0,eave+1.67,0,eave+rise-.10,.02,.18,.20)
  else:lbeam(gm,0,eave,0,eave+rise-.10,.02,.18,.20)
  if gable and end==-1:
   for x in [-width*.26,width*.26]:lbeam(gm,x,eave,x,eave+rise*(1-abs(x)/(width/2))-.12,.02,.15,.18)
   if HOUSE==1:
    # Gothic ogee-like braces assembled as continuous sweeps.
    for ss in [-1,1]:
     points=[gm(ss*(width*.40)*(1-t)**1.38,.24,eave+.25+(rise-.42)*t) for t in [i/16 for i in range(17)]]
     tube(points,.10,1,8)
     for k in range(3):lbeam(gm,ss*(.6+k*.5),eave+rise-1.15-k*.60,ss*(1.0+k*.54),eave+rise-1.0-k*.60,.16,.043,.055)
   if HOUSE in [1,4,6]:window(gm,0,eave+.48,.70,1.03,stone=HOUSE==4)
 for du,s in dormers:
  for ss in [-1,1]:
   u=du+ss*(dw/2+.06);vback=max(.12,span*(1-(de-eave)/rise))
   vs=[Vector(mp(u-ss*.11,s*(df+.02),zz(u,s*(df+.02))+.027)),Vector(mp(u+ss*.16,s*(df+.02),zz(u,s*(df+.02))+.027)),Vector(mp(u+ss*.16,s*vback,zz(u,s*vback)+.026)),Vector(mp(u-ss*.11,s*vback,zz(u,s*vback)+.026))];roof_plate(vs,6,(.8,.8,.8))
  # Front normal is outward along v. Dormer cheek wedges terminate in main roof.
  dm=lambda x,d,z,du=du,s=s:mp(du+x,s*(df+d),z)
  for side in [-1,1]:
   u=du+side*dw/2;vback=s*max(.15,span*(1-(de-eave)/rise))
   vs=[mp(u-.055,s*df,zz(u,s*df)-.02),mp(u+.055,s*df,zz(u,s*df)-.02),mp(u-.055,s*df,de),mp(u+.055,s*df,de),mp(u-.055,vback,de),mp(u+.055,vback,de)]
   add(vs,[(0,1,3,2),(2,3,5,4),(0,4,5,1),(0,2,4),(1,5,3)],2)
  bottom=de-1.45
  for side in [-1,1]:lbox(dm,side*.60,0,bottom+.71,.18,.20,1.43,1,.016)
  lbox(dm,0,.02,de-.03,1.42,.26,.18,1,.017)
  profile([(-.70,de),(.70,de),(0,de+dr)],(-.12,.05),dm,2)
  wall(dm,1.30,bottom,de,[(-.42,.42,bottom+.12,bottom+1.27)],2,.30)
  window(dm,0,bottom+.12,.84,1.15)
  for side in [-1,1]:lbeam(dm,side*.79,de-.03,0,de+dr+.04,.10,.095,.14)
  # Dormer roof slopes intersect and end at the main roof, including decking.
  for side in [-1,1]:
   for row in range(5):
    xa=side*.79*(1-row/5);xb=side*.79*(1-(row+1)/5)
    for j in range(math.ceil(df/.30)):
     va=df+.16-j*.30;vb=max(0,va-.31)
     z0=de+dr*(1-abs(xa)/.79);z1=de+dr*(1-abs(xb)/.79)
     if (z0+z1)/2<zz(du+(xa+xb)/2,s*(va+vb)/2):continue
     vs=[Vector(mp(du+xa,s*va,z0+.06)),Vector(mp(du+xa,s*vb,z0+.06)),Vector(mp(du+xb,s*vb,z1+.04)),Vector(mp(du+xb,s*va,z1+.04))]
     roof_plate(vs,mat,(.87,.88,.84))
  beam(dm(0,.18,de+dr+.06),mp(du,s*max(0,span*(1-(de+dr-eave)/rise)),de+dr+.06),.10,.12,mat)
 return eave+rise

def chimney(x,y,z,stone=False,tall=2.0):
 m=0 if stone else 8;w=.66;d=.80
 box((x,y,z+tall/2),(w,d,tall),m,.016,tint=(.8,.84,.77))
 # Foot and apron sit across roof slope rather than perched on a tile.
 box((x,y,z+.08),(.84,.98,.16),6,.016)
 for k in range(math.ceil(tall/.24)):
  zz=z+k*.24
  for sy in [-1,1]:
   for j in range(2):box((x+(j-.5)*.33,y+sy*.40,zz+.11),(.315,.04,.216),m,.012,tint=(random.uniform(.75,1),.86,.78))
 for dz,wid in [(tall-.12,.84),(tall,.94)]:box((x,y,z+dz),(wid,1.06,.13),m,.019,tint=(.62,.69,.58))
 for xx in [-.18,.18]:
  n=12;vs=[]
  for zz,r in [(z+tall+.065,.12),(z+tall+.43,.108),(z+tall+.43,.078),(z+tall+.07,.08)]:vs.extend([(x+xx+r*math.cos(i*math.tau/n),y+r*math.sin(i*math.tau/n),zz) for i in range(n)])
  fs=[(j*n+i,j*n+(i+1)%n,(j+1)*n+(i+1)%n,(j+1)*n+i) for j in range(3) for i in range(n)]+[tuple(range(3*n,4*n))];add(vs,fs,3,(.61,.64,.58))

def finial(mp,z):
 for zz,r0,r1,h in [(z,.13,.095,.27),(z+.27,.095,.17,.14),(z+.41,.17,.05,.33),(z+.74,.07,0,.44)]:cyl(mp(0,0,zz),mp(0,0,zz+h),r0,1,8,r1)

def rear(storeys,stone=False):
 mp=back_at();height=3+(storeys-1)*2.6
 holes=[(-.62,.62,.14,2.40)]
 for floor in range(storeys):
  z=1.0 if floor==0 else 3+(floor-1)*2.6+.75
  for u in [-W*.27,W*.27]:holes.append((u-.45,u+.45,z,z+1.20))
 wall(mp,W,.12,height,holes,5 if stone else 2,.30 if stone else .45)
 door(mp,0,1.24,2.26)
 for a,b,c,d in holes[1:]:window(mp,(a+b)/2,c,b-a,d-c,stone,shutters=not stone)
 if not stone:
  for floor in range(1,storeys):
   z=3+(floor-1)*2.6
   for u in [-W/2+.12,0,W/2-.12]:lbeam(mp,u,z,u,z+2.6,.02,.17,.17)
   lbox(mp,0,.02,z,W,.19,.19,1)
   for s in [-1,1]:lbeam(mp,s*.20,z+.20,s*(W/2-.24),z+.58,.02,.14,.17)

def jetty_returns(storeys,step):
 for floor in range(1,storeys):
  z=3+(floor-1)*2.6;j=floor*step
  for side in [-1,1]:
   mp=lambda u,d,h,side=side,j=j:(side*(W/2+d),-j/2+side*u,h)
   wall(mp,j,z,z+2.6,[],2,.18,exact=True)
   box((side*(W/2-.08),-j/2,z+.08),(.16,j,.19),1,.012)
  box((0,-j/2,z+.035),(W-.08,j,.07),1,.008)

def ashlar(mp,width,z0,z1,holes):
 for row in range(math.ceil((z1-z0)/.38)):
  lo=z0+row*.38;hi=min(z1,lo+.38)
  for a,b in intervals(-width/2,width/2,(lo+hi)/2,[(a-.10,b+.10,c-.04,d+.04) for a,b,c,d in holes]):
   n=max(1,round((b-a)/.58))
   for k in range(n):
    aa=a+(b-a)*k/n;bb=a+(b-a)*(k+1)/n
    lbox(mp,(aa+bb)/2,.018,(lo+hi)/2,bb-aa-.014,.07,hi-lo-.017,0,.012,(random.uniform(.78,1),)*3)

def party_skin(mp,width,height):
 # Continuous plaster-loss boundary, clipped through triangles rather than stair-step cells.
 def field(u,z):
  edge=width/2-abs(u);n=noise(Vector((u*1.45,HOUSE*.71,z*1.16)))
  base=.74+.47*noise(Vector((u*.71,HOUSE,.3)))+.20*noise(Vector((u*2.7,HOUSE,1)))
  return min(z-base,edge-(.42+.19*math.sin(z*1.7)+.23*n))
 def clip(poly,limit,positive):
  out=[]
  for a,b in zip(poly,poly[1:]+poly[:1]):
   va=field(*a)-limit;vb=field(*b)-limit;ina=va>=0 if positive else va<=0;inb=vb>=0 if positive else vb<=0
   if ina:out.append(a)
   if ina!=inb:
    t=va/(va-vb);out.append((a[0]+t*(b[0]-a[0]),a[1]+t*(b[1]-a[1])))
  return out
 nu=math.ceil(width/.31);nz=math.ceil((height-.12)/.31)
 for i in range(nu):
  a=-width/2+width*i/nu;b=-width/2+width*(i+1)/nu
  for j in range(nz):
   c=.12+(height-.12)*j/nz;d=.12+(height-.12)*(j+1)/nz
   for tri in [[(a,c),(b,c),(b,d)],[(a,c),(b,d),(a,d)]]:
    for mat,lim,pos in [(5,.08,False),(2,0,True)]:
 x=1.96;y=3.85
 box((x,y,7.2),(.72,1.06,13.2),5,.018)
 for k in range(30):box((x+.015,y-.005,.61+k*.43),(.77,1.12,.414),0,.018,tint=(.79,.86,.75))
 chimney(x,y,13.21,True,2.0)
 return -1.15

def bakery():
 begin_house(6);mp=front_at();holes=[(.74,2.51,.83,2.23),(-.35,.60,.14,2.36)]
 wall(mp,W,.12,3,holes,2,.34);door(mp,.125,.95,2.22)
 lbox(mp,1.62,.39,.93,2.02,.90,.13,1,.014)
 for x in [.83,2.42]:beam(mp(x,.025,.38),mp(x,.77,.87),.065,.08,1)
 for i in range(8):box(mp(.77+(i+.5)*1.71/8,.32,2.29),(1.71/8-.007,.68,.065),1,.008,Matrix.Rotation(math.radians(-13),3,'X'))
 # Round bread oven built as semi-circular masonry from facade to 1.65m projection.
 u=-1.71;r=1.04;cy=.47;n=24
 # Revolved volume rear portion intersects facade; front does not exceed 1.8m.
 rings=[(.05,r),(.80,r),(.96,r*1.02),(1.08,r*.97),(1.25,r*.94),(1.58,r*.88),(1.88,r*.69),(2.08,r*.40)]
 for (za,ra),(zb,rb) in zip(rings,rings[1:]):
  vs=[mp(u+rr*math.cos(i*math.tau/n),cy+rr*math.sin(i*math.tau/n),zz) for zz,rr in [(za,ra),(zb,rb)] for i in range(n)]
  fs=[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
  add(vs,fs,5 if za<1.08 else 2,(.80,.80,.66),smooth=True)
 # Oven mouth is dark and inset, with actual arched stone lip.
 ovenmp=lambda x,d,z:mp(u+x,cy+r*.91+d,z)
 arch(ovenmp,0,.74,1.27,base=1.01,shop=True)
 # Overlay black mouth within the stone arch, no opening through the house.
 profile([(-.35,1.01),(.35,1.01),(.35,1.27)]+[(.35*math.cos(t*math.pi/12),1.27+.35*math.sin(t*math.pi/12)) for t in range(1,13)],(-.09,-.08),ovenmp,7,(.05,.045,.04))
 lbox(ovenmp,0,.02,1.01,.94,.37,.10,0,.018)
 # Conical little roof, individual annular wedge tiles in overlapping courses.
 for j in range(8):
  ra=1.16*(1-j/9);rb=1.16*(1-(j+1)/9);za=2.04+j*.135;zb=za+.16;nn=max(9,round(ra*math.tau/.23))
  for i in range(nn):
   a=(i+(j%2)*.5)*math.tau/nn;b=(i+1+(j%2)*.5)*math.tau/nn-.009
   vs=[Vector(mp(u+rr*math.cos(t),cy+rr*math.sin(t),zz)) for rr,zz,t in [(ra,za,a),(ra,za,b),(rb,zb,b),(rb,zb,a)]];roof_plate(vs,3,(.81,.82,.67))
 cyl(mp(u,cy,3.07),mp(u,cy,3.27),.15,0,8,r2=.06)
 z=3;fm=front_at(.16);xs=[-1.62,1.46];holes=[(x-.42,x+.42,z+.82,z+2.12) for x in xs]
 wall(fm,W,z,z+2.6,holes,2,.34);framing(fm,W,z,z+2.6,3)
 for x in xs:window(fm,x,z+.82,.84,1.30)
 for ss in [-1,1]:lbeam(fm,ss*2.83,z+.25,ss*1.92,z+2.36,.06,.15,.18)
 jetty_returns(2,.16);parties(2);rear(2);quoins(3);roof(True,EAVE,3.23,.16,3)
 chimney(-1.96,1.94,EAVE+1.53,False,2.95)
 # Bakers' rounds on hatch shelf, baskets represented with shared oak surface.
 for x in [1.13,1.56,1.98]:cyl(mp(x,.47,1.02),mp(x,.47,1.14),.15,2,12,r2=.12,tint=(.85,.59,.28))
 return .125

def finish_house(num,doorx,slot):
 root=bpy.data.objects.new(NAMES[num],None);bpy.context.collection.objects.link(root);root.location=(14*slot,0,0);root.empty_display_type='PLAIN_AXES'
 obs=[]
 for m,geo in G.items():
  if geo.f:obs.append(geo.finish(root))
 for name,pos in [('Entrance',(doorx,-.8,0)),('Door',(doorx,0,0))]:
  ob=bpy.data.objects.new(name,None);bpy.context.collection.objects.link(ob);ob.parent=root;ob.location=pos;ob['socket_name']=name;obs.append(ob)
 bpy.context.view_layer.update()
 pts=[Vector(v.co) for o in obs if o.type=='MESH' for v in o.data.vertices]
 def yup(p):return (p.x,p.z,-p.y)
 ps=[yup(p) for p in pts];tris=sum(len(o.data.polygons) for o in obs if o.type=='MESH')
 META[root.name]={'house':num,'width':W,'depth':D,'storeys':SIZES[num][2], 'triangles':tris,'bounding_box':{'min':[round(min(p[i] for p in ps),5) for i in range(3)],'max':[round(max(p[i] for p in ps),5) for i in range(3)]},'root_translation':[14*slot,0,0], 'Entrance':[doorx,0,.8],'Door':[doorx,0,0]}
 ROOTS.append(root);EXPORT_OBS.extend([root]+obs)
 print('HOUSE_COMPLETE',num,tris,flush=True)

def export_kit():
 bpy.ops.object.select_all(action='DESELECT')
 for o in EXPORT_OBS:o.select_set(True)
 tmp=ROOT/'medieval-hero-houses.candidate.glb'
 bpy.ops.export_scene.gltf(filepath=str(tmp),export_format='GLB',use_selection=True,export_apply=True,export_yup=True,export_image_format='JPEG',export_jpeg_quality=90,export_texcoords=True,export_normals=True,export_vertex_color='ACTIVE',export_materials='EXPORT',export_cameras=False,export_lights=False)
 # glTF node names need not be globally unique. Blender does: normalize socket names in JSON chunk.
 import struct
 data=tmp.read_bytes();jlen,jtyp=struct.unpack_from('<II',data,12);doc=json.loads(data[20:20+jlen]);tail=data[20+jlen:]
 for nd in doc['nodes']:
  if nd.get('name','').split('.')[0] in ['Entrance','Door']:nd['name']=nd['name'].split('.')[0]
 # COLOR_0 is authored as bytes; Blender exports it as ushort. Repack to core glTF
 # normalized UBYTE (no compression extension or decoder dependency required).
 oldbin=tail[8:];replacements={}
 for mesh in doc['meshes']:
  for primitive in mesh['primitives']:
   ai=primitive['attributes'].get('COLOR_0')
   if ai is None:continue
   acc=doc['accessors'][ai]
   if acc['componentType']!=5123:continue
   vi=acc['bufferView'];view=doc['bufferViews'][vi];off=view.get('byteOffset',0)+acc.get('byteOffset',0)
   ar=np.frombuffer(oldbin,dtype='<u2',count=acc['count']*4,offset=off)
   replacements[vi]=np.rint(ar.astype(np.float32)/257).astype(np.uint8).tobytes();acc['componentType']=5121;acc['byteOffset']=0;acc['normalized']=True
 newbin=bytearray()
 for vi,view in enumerate(doc['bufferViews']):
  chunk=replacements.get(vi,oldbin[view.get('byteOffset',0):view.get('byteOffset',0)+view['byteLength']])
  newbin.extend(b'\0'*((-len(newbin))%4));view['byteOffset']=len(newbin);view['byteLength']=len(chunk)
  if vi in replacements:view.pop('byteStride',None)
  newbin.extend(chunk)
 newbin.extend(b'\0'*((-len(newbin))%4));doc['buffers'][0]['byteLength']=len(newbin);tail=struct.pack('<II',len(newbin),0x004e4942)+newbin

 jb=json.dumps(doc,separators=(',',':')).encode();jb+=b' '*((-len(jb))%4);out=struct.pack('<4sII',b'glTF',2,20+len(jb)+len(tail))+struct.pack('<II',len(jb),0x4e4f534a)+jb+tail
 assert len(out)<=25000000,('GLB too large',len(out))
 assert sum(d['triangles'] for d in META.values())<=350000
 tmp.write_bytes(out);tmp.replace(ROOT/'medieval-hero-houses.glb')
 (ROOT/'nodes.json').write_text(json.dumps(META,indent=2))
 print('EXPORTED',len(ROOTS),'houses',sum(d['triangles'] for d in META.values()),'triangles',len(out),'bytes',flush=True)
 assert len(out)<=25000000,('GLB too large',len(out))
 assert sum(d['triangles'] for d in META.values())<=350000
 notes=[f'Late-medieval French kit: {len(ROOTS)} houses; exact frontage/depth, metre units, +Y up / +Z front; origins at front-wall centre; 1.5 m foundations.',f'{sum(d["triangles"] for d in META.values()):,} triangles; {len(out):,} GLB bytes; {len(CONFIG)} shared PBR materials; COLOR_0 multiplies baked base colour.', 'Poly Haven CC0 texture ids: '+', '.join(sorted(set(c[1] for c in CONFIG)))+'; https://polyhaven.com/license; sources dl.polyhaven.org, jpg/1k.', 'Cycles shared tileable swatch bakes: base/normal <=1024, packed ORM 512; registered 2 m UVs; periodic patina nodes; spatial vertex grime, moss, beam contact shading and plaster/tile tints.', 'Build: Blender 5.2 -b --python-exit-code 1 --python build_kit.py; -- --count N for incremental order 1,2,3,5,4,6; scans/bakes cached beside script; every completed house exports atomically.', 'Deliverable GLB is reimported for Cycles hero/clay/lineup renders; dark recessed rooms are closed; rear facades authored; structural audit and visual review recorded separately.']
 (ROOT/'NOTES.md').write_text('\n'.join(notes)+'\n')

def studio():
 # Reimport delivered glTF: validation images show portable exported materials.
 bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
 if bpy.data.node_groups.get('glTF Material Output'):bpy.data.node_groups['glTF Material Output'].name='Baked AO source settings'
 bpy.ops.import_scene.gltf(filepath=str(ROOT/'medieval-hero-houses.glb'))
 sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
 bpy.ops.object.light_add(type='SUN',location=(0,0,20));sun=bpy.context.object;sun.rotation_euler=(math.radians(25),math.radians(-25),math.radians(-30));sun.data.energy=1.8;sun.data.angle=math.radians(18)
 bpy.ops.object.light_add(type='AREA',location=(-15,-20,24));light=bpy.context.object;light.data.energy=3000;light.data.shape='DISK';light.data.size=16;light.rotation_euler=(Vector((20,3,5))-light.location).to_track_quat('-Z','Y').to_euler()
 bpy.ops.mesh.primitive_plane_add(size=240,location=(30,0,-.025));floor=bpy.context.object;floor.name='STUDIO_GROUND';mat=bpy.data.materials.new('STUDIO_GROUND');mat.diffuse_color=(.30,.325,.33,1);floor.data.materials.append(mat)
 bpy.ops.object.camera_add();cam=bpy.context.object;sc.camera=cam;cam.data.type='ORTHO'
 sc.render.resolution_x=1920;sc.render.resolution_y=1080;sc.render.resolution_percentage=100;sc.cycles.samples=40
 def camera(pos,target,scale):cam.location=pos;cam.rotation_euler=(Vector(target)-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=scale
 def render(name):sc.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True)
 roots=[bpy.data.objects[name] for name in META]
 # Individual hero frames. Root children retain their house-local frame.
 for r in roots:
  for other in roots:
   for o in other.children_recursive:o.hide_render=other!=r
  dat=META[r.name];cx=r.location.x;h=dat['bounding_box']['max'][1]
  camera((cx+18,-25,h*.72),(cx,D*.32,h*.47),max(h*1.95,23.0));render(f'final_{dat["house"]}.png')
  if '--checks' in sys.argv:
   camera((cx-17,24,h*.64),(cx,4,h*.44),max(h*1.95,23));render(f'rear_{dat["house"]}.png')
 for r in roots:
  for o in r.children_recursive:o.hide_render=False
 # Street render closes the file's placement gaps; root local geometry unchanged.
 x=0
 for r in roots:
  w=META[r.name]['width'];r.location.x=x+w/2;x+=w
 cx=x/2
 camera((cx+15,-57,26),(cx,2,6.9),max(x*1.09,26));render('lineup.png')
 clay=bpy.data.materials.new('STUDIO_CLAY');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.48,.48,.48,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.82
 sc.view_layers[0].material_override=clay;render('clay_lineup.png');sc.view_layers[0].material_override=None
 print('RENDERS_COMPLETE',flush=True)

if __name__=='__main__':
 funcs={1:merchant,2:shop,3:tavern,4:tower,5:joiner,6:bakery}
 for slot,num in enumerate([1,2,3,5,4,6][:COUNT]):
  doorx=funcs[num]();finish_house(num,doorx,slot);export_kit()
 if not NORENDER:studio()
 print('BUILD_COMPLETE',flush=True)

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exec
/bin/bash -lc "ls /home/claude-agent/forge-build/forge-assets/jobs/breton-stone-house-v2; sed -n '1,70p' REVIEW_SCOPE.md; cat qa/capture.cjs" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
NOTES.md
breton-stone-house.glb
build_breton-stone-house.py
final.png
job.json
sheet.jpg
side.png
Authored game-mesh reconstruction of sheet_a/b/c; target detail/age: ../breton-stone-house-v2/final.png. Metres, Y-up export, front +Z; photographic Poly Haven CC0 shared shelf.
Cameras: 1920x1080 three-quarter front for every house; rear check and close merchant/tower detail; street lineup and identical clay view; imported GLB is the render source.
Budget: 30–70k triangles per house, <=350k total, <=25 MB GLB, <=10 shared materials, base/normal <=1024 and ORM512. Target <=9 material draws per house. Actual runtime counters are measured separately from offline estimates.
Three revision cap, at most two independent critic passes per revision. First merchant export is revision0; geometry-contract and material corrections are revision1.
Outputs: medieval-hero-houses.glb, final_1..6.png, lineup.png, clay_lineup.png, nodes.json, NOTES.md, audit evidence. No claim of Forge in-game integration without an actual runtime capture.
const {chromium}=require('playwright');const fs=require('fs');(async()=>{const browser=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-gl=angle','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1920,height:1080}});const errors=[];page.on('pageerror',e=>errors.push(String(e)));await page.goto('http://127.0.0.1:8138/qa/');await page.waitForFunction(()=>window.qa?.loaded,undefined,{timeout:120000});await page.screenshot({path:'qa/runtime_lineup.png'});const data=await page.evaluate(()=>window.qa);data.errors.push(...errors);fs.writeFileSync('qa/runtime-check.json',JSON.stringify(data,null,2));await page.evaluate(()=>window.hero(0));await page.screenshot({path:'qa/runtime_merchant.png'});await page.evaluate(()=>window.setMaps(false));await page.screenshot({path:'qa/runtime_merchant_maps_off.png'});await browser.close();console.log(JSON.stringify({roots:data.roots.length,materials:data.materials,render:data.render,errors:data.errors}));if(data.errors.length)process.exit(1)})().catch(e=>{console.error(e);process.exit(1)});

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exec
/bin/bash -lc "rg -n 'rock_wall|mortar|Granite|plaster|Diffuse|rough|mix\\(' ../breton-stone-house-v2/build_breton-stone-house.py | head -55" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
27:IDS=['rock_wall_09','worn_rock_natural_01','wooden_planks','metal_plate_02','slate_floor_03']
29: for kind in (['diff','nor_gl','arm','disp'] if ident=='rock_wall_09' else ['diff','nor_gl','arm']):
42:def mix(nt,fac,a,b,mode='MIX'):
53:def material(name,ident,tint,size=1024,metal=0,rough=.8,normal=.6,zone=False,wood=False):
62: color=mix(nt,1,value,(*tint,1),'MULTIPLY')
65: color=mix(nt,1,color,mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',large.outputs['Fac'],.8),.55),'MULTIPLY')
67: color=mix(nt,patina,color,(.14,.12,.075,1))
73:  mosscolor=mix(nt,noise.outputs['Fac'],(.038,.053,.016,1),(.16,.18,.071,1))
74:  color=mix(nt,moss,color,mosscolor)
75:  mortar=mathnode(nt,'GREATER_THAN',sep.outputs['Y'],1.1 if zone=='wall' else .92)
76:  mortarcolor=mix(nt,noise.outputs['Fac'],(.23,.222,.195,1),(.39,.375,.32,1))
77:  color=mix(nt,mortar,color,mortarcolor)
81:  color=mix(nt,1,contrast.outputs[0],(1.3,1.32,1.29,1),'MULTIPLY')
82:  color=mix(nt,1,color,(.105,.103,.094,1),'ADD')
85:  lime=mix(nt,noise.outputs['Fac'],(.20,.197,.176,1),(.31,.30,.27,1))
86:  color=mix(nt,limemask,color,lime)
89: roughsock=mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',sep.outputs['Green'],.22),rough-.15)
90: nt.links.new(roughsock,bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
107:    rgb=node(nt,'ShaderNodeCombineColor');nt.links.new(mathnode(nt,'ADD',mathnode(nt,'MULTIPLY',sep.outputs['Red'],.3),.7),rgb.inputs['Red']);nt.links.new(roughsock,rgb.inputs['Green']);rgb.inputs['Blue'].default_value=metal;nt.links.new(rgb.outputs[0],emission.inputs[0])
129: ('Granite_lime_moss','rock_wall_09',(.43,.44,.395),2048,0,.87,1.0,'wall',False),
151:   # Per-face metre projection, mapped to deliberate dry/moss/mortar zones.
169: if mode=='mortar':b=.955;span=.012
225:  for a,b in subtract_intervals(-width/2,width/2,z0+.0001,z1-.0001,holes):profile('Walls',[(a,z0),(b,z0),(b,z1),(a,z1)],(-.38,.002),mapf,0,'mortar')
236:    profile('Walls',poly,(-.38,.002),mapf,0,'mortar')
241: dispimage=bpy.data.images.load(str(TEX/'rock_wall_09_disp_1k.jpg'),check_existing=True)
438: box(name,(x,0,9.23),(.78,.98,1.62),1,.008,mode='mortar')
511:mossc=mix(nt,noise.outputs['Fac'],(.026,.037,.009,1),(.135,.159,.045,1))
512:color=mix(nt,mask,source,mossc)
514:atlas=bpy.data.images.new('Granite_weathered_BaseColor',width=2048,height=2048,alpha=False)
519:atlas.filepath_raw=str(BAKES/'Granite_weathered_BaseColor.jpg');atlas.file_format='JPEG';atlas.save()
549:notes=["Breton granite fisherman's house, 9 × 7 m; eaves 5.6 m, ridge 9 m, pots 10.5 m; no quay/platform.",f'{triangles:,} triangles; 10 mesh nodes and Entrance/Lantern anchors; left-hinged Door.', '8 materials; scan-registered geometric wall relief; Cycles-baked base colour, tangent normal and packed occlusion/roughness/metallic; no procedural export dependencies.', 'Baked JPEG textures: granite 2048²; dressed stone, slate and blue timber 1024²; frames, zinc/iron and terracotta 512²; glass 256².', 'Poly Haven CC0 (https://polyhaven.com/license): rock_wall_09, worn_rock_natural_01, wooden_planks, metal_plate_02, slate_floor_03; https://polyhaven.com/a/<id>.', 'Reference differences: rear facade inferred (sheet labels a gable as rear); glazing opaque for a closed exterior asset; no quay, mooring props or barrel.']

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exec
/bin/bash -lc "cp build_kit.py build_kit_r2.py
python3 - <<'PY'
p='build_kit.py'
s=open(p).read().replace(\"('Oak','wooden_planks',(.15,.103,.066)\",\"('Oak','wooden_planks',(.19,.141,.095)\")
s=s.replace(\"  diff=inode(nt,TEX/f'{ident}_diff_1k.jpg',source_uv)\",\"\"\"  if name=='Tile':
   # Extract clay grain inside a real scanned tile; geometry owns the joints.
   # Periodic lookup avoids baking an unrelated second tile grid onto the roof.
   st=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,st.inputs[0]);cv=node(nt,'ShaderNodeCombineXYZ')
   for axis,centre,amplitude in [('X',.548,.026),('Y',.751,.023)]:
    wave=mathn(nt,'SINE',mathn(nt,'MULTIPLY',st.outputs[axis],math.tau))
    nt.links.new(mathn(nt,'ADD',mathn(nt,'MULTIPLY',wave,amplitude),centre),cv.inputs[axis])
   source_uv=cv.outputs[0]
  diff=inode(nt,TEX/f'{ident}_diff_1k.jpg',source_uv)\"\"\")
s=s.replace(\"bw.outputs[0],.43),.76)\",\"bw.outputs[0],.90),.48)\")
s=s.replace(\"foot=math.exp(-max(0,z)*2.3)*(.30+.2*noise(Vector((x*1.4,y*1.4,1))))\",\"foot=math.exp(-max(0,z)*.82)*(.40+.22*noise(Vector((x*1.4,y*1.4,1))))\")
s=s.replace(\"f*=1-foot-.06*streak\",\"f*=1-foot-.11*streak\\n  damp=max(0,noise(Vector((x*.85+HOUSE,y*.85,z*.19)))+.10)\\n  f*=1-.27*damp\")
s=s.replace(\"   rain=math.exp(-((y-.35)/.26)**2)+.65*math.exp(-((y-D+.45)/.32)**2)\\n   f*=1-.25*min(1,rain)*(max(0,min(1,(EAVE-z)/2)))*math.exp(-max(0,EAVE-z)*.11)\",\"\"\"   rain=math.exp(-((y-.55)/.40)**2)+.75*math.exp(-((y-D+.65)/.48)**2)
   drips=(.5+.5*math.sin(y*5.1+.24*math.sin(z*.62)))**7
   f*=1-.39*min(1,rain)*math.exp(-max(0,EAVE-z)*.07)-.21*drips*math.exp(-max(0,EAVE-z)*.18)
   f*=1-.25*math.exp(-abs(EAVE-z)*1.9)\"\"\")
s=s.replace(\"def tube(ps,r,m=6,n=6,tint=(1,1,1)):\\n for a,b in zip(ps,ps[1:]):cyl(a,b,r,m,n,tint=tint)\",\"\"\"def tube(ps,r,m=6,n=6,tint=(1,1,1)):
 # Continuous sweep: no internal caps or visible joints between curve segments.
 ps=[Vector(p) for p in ps];closed=(ps[0]-ps[-1]).length<1e-6
 if closed:ps=ps[:-1]
 vs=[];count=len(ps)
 for i,p in enumerate(ps):
  tangent=ps[(i+1)%count]-ps[(i-1)%count] if closed or 0<i<count-1 else (ps[1]-ps[0] if i==0 else ps[-1]-ps[-2])
  q=tangent.to_track_quat('Z','Y')
  vs.extend([p+q@Vector((r*math.cos(k*math.tau/n),r*math.sin(k*math.tau/n),0)) for k in range(n)])
 fs=[(i*n+k,i*n+(k+1)%n,((i+1)%count)*n+(k+1)%n,((i+1)%count)*n+k) for i in range(count if closed else count-1) for k in range(n)]
 if not closed:fs.extend([tuple(range(n-1,-1,-1)),tuple(range((count-1)*n,count*n))])
 add(vs,fs,m,tint,smooth=True)\"\"\")
s=s.replace(\"   b=k*.235\",\"   b=k*(.31 if mp(0,0,0)[1]>D-.1 else .235)\")
s=s.replace(\"if side<dw/2+.07 and ss*v<df+.12\", \"if side<dw/2-.08 and ss*v<df-.06\")
s=s.replace(\"if zz(u,v)<dz-.045:return True\",\"if zz(u,v)<dz-.20:return True\")
s=s.replace(\"     tube(points,.10,1,8)\",\"\"\"     # Broad bowed oak ribs, with a carved moulding along the exposed edge.
     pairs=[]
     for p in points:pairs.append((p[0],p[2]))
     profile([(x-.095,z) for x,z in pairs]+[(x+.095,z) for x,z in reversed(pairs)],(.15,.31),gm,1)
     tube([gm(x,.33,z) for x,z in pairs],.025,1,6,(1,.92,.78))\"\"\")
s=s.replace(\"   if HOUSE in [1,4,6]:window\", \"\"\"    # Pierced quatrefoil and small cusped spandrels at the apex.
    for sx in [-1,1]:
     for sz in [-1,1]:
      cx=sx*.145;cz=eave+rise-1.12+sz*.145
      tube([gm(cx+.155*math.cos(k*math.tau/18),.28,cz+.155*math.sin(k*math.tau/18)) for k in range(19)],.036,1,6,(1,.95,.81))
    lbeam(gm,-.38,eave+rise-1.58,.38,eave+rise-1.58,.24,.065,.095)
   if HOUSE in [1,4,6]:window\"\"\")
s=s.replace(\"base=.74+.47*noise\", \"base=1.02+.64*noise\").replace(\"edge-(.42+.19*math.sin(z*1.7)+.23*n)\",\"edge-(.48+.24*math.sin(z*1.7)+.32*n+.55*math.exp(-z*.33))\")
s=s.replace(\"add(vs,[tuple(range(len(vs)))],mat,(1,1,1),lambda p:\",\"add(vs,[tuple(range(len(vs)))],mat,((.83,.82,.74) if mat==2 and abs(field(sum(p[0] for p in poly)/len(poly),sum(p[1] for p in poly)/len(poly)))<.35 else (1,1,1)),lambda p:\")
open(p,'w').write(s)
PY
python3 -m py_compile build_kit.py
scp build_kit.py gex44:/root/fal-author/medieval-hero-houses-v1/build_kit.py
ssh gex44 'rm -f /root/fal-author/medieval-hero-houses-v1/baked/Tile_*.jpg /root/fal-author/medieval-hero-houses-v1/baked/Oak_*.jpg /root/fal-author/medieval-hero-houses-v1/baked/Plaster_*.jpg'
ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/build_kit.py -- --count 4 --checks > revision3.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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exec
/bin/bash -lc "tail -14 revision3.log; cat nodes.json; sed -n '1,110p' qa/index.html" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
23:57:16 | INFO: Blender create Mesh node House_joiner_Plaster
23:57:16 | INFO: Blender create Mesh node House_joiner_Rubble
23:57:16 | INFO: Blender create Mesh node House_joiner_Tile
23:57:16 | INFO: Blender create Mesh node House_merchant_Glass
23:57:16 | INFO: Blender create Mesh node House_merchant_Granite
23:57:16 | INFO: Blender create Mesh node House_merchant_Iron
23:57:16 | INFO: Blender create Mesh node House_merchant_Oak
23:57:16 | INFO: Blender create Mesh node House_merchant_Plaster
23:57:16 | INFO: Blender create Mesh node House_merchant_Rubble
23:57:16 | INFO: Blender create Mesh node House_merchant_Slate
23:57:16 | INFO: Blender create Mesh node House_shop_Brick
23:57:16 | INFO: Blender create Mesh node House_shop_Glass
23:57:16 | INFO: Blender create Mesh node House_shop_Granite
23:57:16 | INFO: Blender create Mesh node House_shop_Iron
{
  "House_merchant": {
    "house": 1,
    "width": 8,
    "depth": 10,
    "storeys": 4,
    "triangles": 71812,
    "bounding_box": {
      "min": [
        -4.245,
        -1.5,
        -10.86
      ],
      "max": [
        4.245,
        16.49,
        1.2
      ]
    },
    "root_translation": [
      0,
      0,
      0
    ],
    "Entrance": [
      -2.5,
      0,
      0.8
    ],
    "Door": [
      -2.5,
      0,
      0
    ]
  },
  "House_shop": {
    "house": 2,
    "width": 6,
    "depth": 9,
    "storeys": 3,
    "triangles": 41606,
    "bounding_box": {
      "min": [
        -3.2,
        -1.5,
        -9.86
      ],
      "max": [
        3.2,
        13.29,
        1.3
      ]
    },
    "root_translation": [
      14,
      0,
      0
    ],
    "Entrance": [
      -2.1,
      0,
      0.8
    ],
    "Door": [
      -2.1,
      0,
      0
    ]
  },
  "House_tavern": {
    "house": 3,
    "width": 10,
    "depth": 10,
    "storeys": 3,
    "triangles": 60404,
    "bounding_box": {
      "min": [
        -5.2,
        -1.5,
        -10.86
      ],
      "max": [
        5.2,
        13.18,
        1.68
      ]
    },
    "root_translation": [
      28,
      0,
      0
    ],
    "Entrance": [
      0.05,
      0,
      0.8
    ],
    "Door": [
      0.05,
      0,
      0
    ]
  }
}<!doctype html><html><head><meta charset="utf-8"><style>body{margin:0;overflow:hidden}canvas{display:block}</style><script type="importmap">{"imports":{"three":"./node_modules/three/build/three.module.js","three/addons/":"./node_modules/three/examples/jsm/"}}</script></head><body><script type="module">
import * as THREE from 'three';import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
const renderer=new THREE.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1920,1080);renderer.setPixelRatio(1);renderer.outputColorSpace=THREE.SRGBColorSpace;renderer.toneMapping=THREE.AgXToneMapping;renderer.toneMappingExposure=1.05;renderer.shadowMap.enabled=true;renderer.shadowMap.type=THREE.PCFSoftShadowMap;document.body.appendChild(renderer.domElement);
const scene=new THREE.Scene();scene.background=new THREE.Color(.62,.65,.67);const camera=new THREE.PerspectiveCamera(34,1920/1080,.1,250);const ambient=new THREE.HemisphereLight(0xe6efff,0x716e62,2);scene.add(ambient);const sun=new THREE.DirectionalLight(0xfff1dc,3.2);sun.position.set(-15,27,20);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);sun.shadow.camera.left=-40;sun.shadow.camera.right=40;sun.shadow.camera.top=30;sun.shadow.camera.bottom=-30;sun.shadow.normalBias=.025;sun.shadow.bias=-.0001;scene.add(sun);scene.add(sun.target);
const floor=new THREE.Mesh(new THREE.PlaneGeometry(240,240),new THREE.MeshStandardMaterial({color:0x858b89,roughness:1}));floor.rotation.x=-Math.PI/2;floor.position.y=-.025;floor.receiveShadow=true;scene.add(floor);
const gltf=await new GLTFLoader().loadAsync('../medieval-hero-houses.glb');scene.add(gltf.scene);const roots=[...gltf.scene.children];let x=0;const materials=new Set(),images=new Set();const report={roots:[],errors:[]};const expected=['House_merchant','House_shop','House_tavern','House_joiner','House_tower','House_bakery'];const widths=[8,6,10,7,5,6];
roots.forEach((r,i)=>{r.updateMatrixWorld(true);const inv=new THREE.Matrix4().copy(r.matrixWorld).invert();let tris=0,verts=0,primitives=0;const box=new THREE.Box3();const sockets=[];r.traverse(o=>{if(o.isMesh){primitives++;tris+=o.geometry.index.count/3;verts+=o.geometry.attributes.position.count;o.castShadow=o.receiveShadow=true;const localbox=new THREE.Box3().setFromBufferAttribute(o.geometry.attributes.position).applyMatrix4(new THREE.Matrix4().multiplyMatrices(inv,o.matrixWorld));box.union(localbox);const m=o.material;materials.add(m);for(const key of ['map','normalMap','aoMap','roughnessMap','metalnessMap'])if(m[key]){images.add(m[key].source);m[key].anisotropy=8;}if(!o.geometry.attributes.color)report.errors.push(o.name+' has no vertex colours');}else if(o.name.startsWith('Entrance')||o.name.startsWith('Door'))sockets.push({name:o.name,position:o.position.toArray()});});report.roots.push({name:r.name,triangles:tris,vertices:verts,primitives,bounds:{min:box.min.toArray(),max:box.max.toArray()},sockets});r.position.x=x+widths[i]/2;x+=widths[i];if(r.name!==expected[i])report.errors.push('Root order/name '+r.name);});
report.materials=materials.size;report.textureSources=images.size;report.textureGpuRGBAWithMips=[...images].reduce((sum,s)=>sum+s.data.width*s.data.height*4*4/3,0);report.textureDimensions=[...images].map(s=>[s.data.width,s.data.height]);
const draw=()=>{renderer.info.reset();renderer.render(scene,camera);return {calls:renderer.info.render.calls,triangles:renderer.info.render.triangles,geometries:renderer.info.memory.geometries,textures:renderer.info.memory.textures};};
window.street=()=>{roots.forEach(r=>r.visible=true);camera.position.set(x/2+9,22,62);camera.lookAt(x/2,6,-3);sun.target.position.set(x/2,4,0);sun.position.set(x/2-18,30,22);report.render=draw();};
window.hero=(idx=0)=>{roots.forEach((r,i)=>r.visible=i===idx);const r=roots[idx],h=report.roots[idx].bounds.max[1];camera.position.set(r.position.x+18,h*.76,27);camera.lookAt(r.position.x,h*.48,-3);sun.target.position.set(r.position.x,5,0);sun.position.set(r.position.x-18,28,22);draw();};
window.setMaps=(on)=>{for(const m of materials){m.userData.maps??={normalMap:m.normalMap,aoMap:m.aoMap};m.normalMap=on?m.userData.maps.normalMap:null;m.aoMap=on?m.userData.maps.aoMap:null;m.needsUpdate=true;}draw();};
window.street();report.loaded=true;window.qa=report;
</script></body></html>

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exec
/bin/bash -lc "tail -10 revision3.log; rg 'HOUSE_COMPLETE|EXPORTED|Error|Traceback' revision3.log" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
23:57:17 | INFO: Blender create Mesh node House_tavern_Plaster
23:57:17 | INFO: Blender create Mesh node House_tavern_Rubble
23:57:17 | INFO: Blender create Mesh node House_tavern_Tile
23:57:17 | INFO: glTF import finished in 0.59s
/root/fal-author/medieval-hero-houses-v1/build_kit.py:886: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
00:14.542  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_1.png'
00:21.272  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_1.png'
00:28.111  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_2.png'
00:34.837  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_2.png'
00:00.434  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
HOUSE_COMPLETE 1 70038
EXPORTED 1 houses 70038 triangles 7078520 bytes
HOUSE_COMPLETE 2 41272
EXPORTED 2 houses 111310 triangles 10897392 bytes
HOUSE_COMPLETE 3 58356
EXPORTED 3 houses 169666 triangles 15414744 bytes
HOUSE_COMPLETE 5 35048
EXPORTED 4 houses 204714 triangles 18237260 bytes

hook: PreToolUse
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exec
/bin/bash -lc 'scp gex44:/root/fal-author/medieval-hero-houses-v1/final_1.png gex44:/root/fal-author/medieval-hero-houses-v1/final_2.png gex44:/root/fal-author/medieval-hero-houses-v1/medieval-hero-houses.glb gex44:/root/fal-author/medieval-hero-houses-v1/nodes.json .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 5749ms:
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 succeeded in 79160ms:
codex
The workshop is now in the fourth incremental export. I’m checking the new roofs and wall weathering, then adding the stone tower. The merchant is just over its triangle limit; I’ll trim repeated rear-window detail to bring it below 70,000.

hook: PreToolUse
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exec
/bin/bash -lc "tail -5 revision3.log
scp gex44:/root/fal-author/medieval-hero-houses-v1/final_5.png gex44:/root/fal-author/medieval-hero-houses-v1/rear_5.png .
python3 - <<'PY'
p='build_kit.py';s=open(p).read().replace(\"('X',.548,.026),('Y',.751,.023)\",\"('X',.560,.014),('Y',.778,.018)\")
s=s.replace(\"bw.outputs[0],.90),.48)\",\"bw.outputs[0],.66),.63)\")
s=s.replace(\"(.31 if mp(0,0,0)[1]>D-.1 else .235)\",\"(.33 if mp(0,0,0)[1]>D-.1 else .235)\")
# Explicit thresholds and ground approach sockets follow actual door placement.
s=s.replace(\" for name,pos in [('Entrance',(doorx,-.8,0)),('Door',(doorx,0,0))]:\", \" doorpos=(doorx,0,.14) if num==5 else (doorx,.16,.14) if num==1 else (doorx,.20,.12)\\n entrancepos=(doorx,doorpos[1]-.8,0)\\n for name,pos in [('Entrance',entrancepos),('Door',doorpos)]:\")
s=s.replace(\"'Entrance':[doorx,0,.8],'Door':[doorx,0,0]\", \"'Entrance':list(yup(Vector(entrancepos))),'Door':list(yup(Vector(doorpos)))\")
# Oven portal has masonry lip and recessed darkness, no shop shutter.
s=s.replace(\"pointed=False,shop=False):\", \"pointed=False,shop=False,oven=False):\")
s=s.replace(\" if not shop or HOUSE==1:\",\" if oven:return spring+rise\\n if not shop or HOUSE==1:\")
s=s.replace(\"base=1.01,shop=True)\",\"base=1.01,shop=True,oven=True)\")
open(p,'w').write(s)
PY
python3 -m py_compile build_kit.py
scp build_kit.py gex44:/root/fal-author/medieval-hero-houses-v1/build_kit.py
ssh gex44 'rm -f /root/fal-author/medieval-hero-houses-v1/baked/Tile_*.jpg /root/fal-author/medieval-hero-houses-v1/baked/Plaster_*.jpg'
ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/build_kit.py -- --count 5 --checks > tower.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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exec
/bin/bash -lc "sed -n '1,220p' /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md; rg 'HOUSE_COMPLETE|EXPORTED|Error|Traceback' tower.log" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
sed: can't read /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md: No such file or directory
00:00.423  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
HOUSE_COMPLETE 1 69846
EXPORTED 1 houses 69846 triangles 7033224 bytes
HOUSE_COMPLETE 2 41128
EXPORTED 2 houses 110974 triangles 10821132 bytes

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exec
/bin/bash -lc "rg -n 'revision|critic|loop' /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md; rg --files /home/claude-agent/.agents/skills/blender-game-assets | head -30; rg 'HOUSE_COMPLETE|EXPORTED|Traceback|AssertionError' tower.log" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
21:For a connected playable scene, also read `visual-game-loop` and its
36:| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
92:3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
120:loopback `:8793`, token-guarded): POST a python script, get back stdout plus
480:`reference/critic-loop.md` is distilled from the same repository's asset agent flow.
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_hull.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/cinematic.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_rocks.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/INDEX.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/clay.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/gen_material.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/runtime-parity-and-diagnostics.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/car-paint-flakes.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/cabinlib.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/matlib.py
/home/claude-agent/.agents/skills/blender-game-assets/SKILL.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/furniture-reconstruction.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/pack_leaf.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/terrain-erosion.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/baking-and-diagnostics.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/asset-delivery.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_tender.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/high-to-low-baking.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/43_dressing.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/50_assemble.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/40_kit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/70_clay.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/42_cockpit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/10_tile_geo.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/20_tile_bake.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/61_run_kit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/30_compose.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/00_lib.py
HOUSE_COMPLETE 1 69846
EXPORTED 1 houses 69846 triangles 7033224 bytes
HOUSE_COMPLETE 2 41128
EXPORTED 2 houses 110974 triangles 10821132 bytes
HOUSE_COMPLETE 3 58212
EXPORTED 3 houses 169186 triangles 15328228 bytes
HOUSE_COMPLETE 5 34952
EXPORTED 4 houses 204138 triangles 18142840 bytes
HOUSE_COMPLETE 4 48374
EXPORTED 5 houses 252512 triangles 21792364 bytes

 exited 143 in 491857ms:
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1161/chrome-linux/headless_shell
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_shell
/home/claude-agent/.cache/ms-playwright/chromium-1161/chrome-linux/chrome
/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome

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exec
/bin/bash -lc "cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md; sed -n '1,110p' /home/claude-agent/.agents/skills/blender-game-assets/reference/runtime-parity-and-diagnostics.md" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
<!-- 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.
<!-- Ported from vercel-labs/vgpu skills/vgpu/blender/references/runtime-parity-and-diagnostics.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. -->

# Runtime parity and diagnostics

Use this reference when an authored asset looks wrong in the target renderer and the cause could
be geometry, baked data or runtime composition. Preserve the source mesh and validated masters
while isolating the failure; rebake only when evidence identifies an affected bake dependency.
The runtime here is the game's three.js build; the export contract is `SKILL.md` §8.

## Classify the defect's origin

Reproduce the defect with a fixed camera, lighting, exposure and simulation time. Change one
contribution at a time and retain the full view plus a defect crop. A disappearing symptom locates
a path to investigate; it does not by itself prove which input or operation in that path is wrong.

| Candidate source | Distinguishing comparison | What to inspect next |
| --- | --- | --- |
| Geometry or export | Neutral unlit material, maps disabled; compare authoring and imported silhouettes, openings and contacts | Evaluated mesh, transforms, winding, overlap and exported attributes |
| Shading normals or normal maps | Neutral lit material, then geometric and tiled normal layers independently, when present | Base normals, tangent frames, UVs, decoding and projection correspondence |
| AO or baked illumination | Neutral AO versus real AO; lightmap independently disabled, with direct and indirect terms identified | Map values, channels, UV bindings and missing or doubled lighting terms |
| Runtime lighting or material interpretation | Keep geometry fixed; isolate direct light, environment lighting and tone mapping | Light direction/space, radiometry, material parameters and color conversion |
| Reflections or other offscreen passes | Compare the pass output with its final composite and with the effect disabled | Pass camera, resource bindings, uniforms, update/submission order and compositing |
| Fog or scene composition | Compare the same view with the effect enabled and disabled across objects and background | Shared inputs, view direction, distance definition, effect ordering and per-material paths |

For example, a band that appears only in a reflection warrants inspection of the reflection pass
before changing the object's UVs. A dark patch that disappears with AO disabled still needs a
comparison between the baked texels and the runtime sample to distinguish a bake fault from a
binding fault. Return to [baking diagnostics](baking-and-diagnostics.md) when that boundary is known.

## Check coherence across surfaces

When changing a scene-wide effect, enumerate the paths that consume it: for example, the sky,
water, terrain and opaque meshes may implement fog separately. Review them together in one
matched frame, including their contacts and background transitions; an isolated corrected surface
can expose a mismatch on its neighbors.

Compare common quantities in the same coordinate and color spaces, with compatible intensity,
distance and blend conventions. Inspect supported branches affected by the edit, such as an
alternate environment or disabled reflection. Shared code or parameters can prevent drift, but
the actual outputs still need review. Consistency does not mean forcing different materials to
the same final color: preserve intentional reflectance, transparency and lighting differences.

A reproducible fog check is to place a simple opaque object against the water/background, render
matched effect-on/off views, and inspect the fade at comparable view distances. If both paths are
intended to converge to the same background radiance, a new halo at their boundary is a regression.
Correcting that composition should not silently change material lighting or bake inputs; if it
does, apply the existing [bake dependency rules](baking-and-diagnostics.md#reuse-bakes-by-their-dependencies).

## Strengthen isolated tests

For a shader or render-pass defect, prefer a small project-owned headless probe: a page that
imports the production three.js loader, material patches and pass setup involved in the failure,
driven by python playwright (Chromium, swiftshader for WebGL on this box); a separately rewritten approximation can pass while the application remains broken.
Keep probe entry points and diagnostic fixtures outside the shipped application bundle.

Use a synthetic input with an unambiguous expected result: a direction-coded environment with a
distinct marker, neutral and known-value textures, or an object/face ID output. Record what the
probe proves and what it omits. A useful camera/pass regression procedure is:

1. Render the intended pass alone with distinguishable camera inputs and save its readback as a reference.
2. Exercise the same path in the application's relevant multi-pass/update sequence.
3. Check the expected marker or region and compare with the reference using a stated tolerance.
   When order independence is expected, reverse the pass order as an additional check.
4. Confirm that the historical failing implementation or a controlled faulty fixture fails the
   same assertion. Keep the faulty variant confined to the test; do not ship a diagnostic mode.

Choose assertions from the intended output rather than arbitrary screenshot changes. Collect GPU
validation errors and await completed submission/readback. A mock or CPU transcription can help
explain the calculation but does not establish execution by the actual GPU shader. An isolated
native pass also does not prove full-scene correctness, browser integration or interaction; verify
the affected paths in the application after the probe passes.

## Tie evidence to the rendered version

Record enough identity beside each run to distinguish an edited source from the build actually
executed. Use the project's existing manifest/report mechanism when available:

| Evidence | Record |
| --- | --- |
| Inputs | Source revision plus relevant dirty-source snapshot/hashes; shader, asset and map identities; runtime/tool versions |
| Execution | Exact command or preset; actual build/served identity; renderer/backend and adapter; camera, viewport/internal resolution, exposure, time and seed |
| Result | Output paths, measured comparison and tolerance, validation errors, terminal completion/exit status and limitations |

A commit alone does not identify uncommitted edits, and the current working tree does not prove
which shader a running server loaded. Resolve identity mismatches before using a capture to accept
a change. Retain the previous run separately rather than overwriting its report with new sources.
Reuse older evidence only for inputs and paths shown to be unchanged, and state that scope.

Read logs after the producing process finishes: an empty or partial log is neither a pass nor a
failure. Keep queued, running, completed, failed and unexecuted checks distinguishable. For image
comparisons, record excluded regions (such as DOM controls) and their reason; do not mask the
artifact being tested. Do not claim pixel equality across devices or browser modes without
measuring it under the recorded conditions.

 exited 143 in 49412ms:
01:16.397  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/clay_lineup.png'
RENDERS_COMPLETE
BUILD_COMPLETE

Blender quit

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exec
/bin/bash -lc 'scp gex44:/root/fal-author/medieval-hero-houses-v1/textures/wooden_planks_diff_1k.jpg qa/wood.jpg
scp gex44:/root/fal-author/medieval-hero-houses-v1/baked/Oak_BaseColor.jpg qa/oak_baked.jpg
scp gex44:/root/fal-author/medieval-hero-houses-v1/baked/Tile_BaseColor.jpg qa/tile_baked.jpg
tail -5 tower.log' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 3326ms:
00:34.527  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_2.png'
00:41.402  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_3.png'
00:48.270  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_3.png'
00:55.133  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_5.png'
01:01.928  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_5.png'

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exec
/bin/bash -lc 'tail -7 tower.log
scp gex44:/root/fal-author/medieval-hero-houses-v1/final_4.png gex44:/root/fal-author/medieval-hero-houses-v1/final_2.png gex44:/root/fal-author/medieval-hero-houses-v1/rear_4.png .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 4124ms:
/root/fal-author/medieval-hero-houses-v1/build_kit.py:914: 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=(.48,.48,.48,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.82
01:30.914  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/clay_lineup.png'
RENDERS_COMPLETE
BUILD_COMPLETE

Blender quit

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exec
/bin/bash -lc 'scp gex44:/root/fal-author/medieval-hero-houses-v1/baked/Tile_Normal.jpg qa/tile_normal.jpg
scp gex44:/root/fal-author/medieval-hero-houses-v1/baked/Oak_Normal.jpg qa/oak_normal.jpg
scp gex44:/root/fal-author/medieval-hero-houses-v1/baked/Plaster_Normal.jpg qa/plaster_normal.jpg' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 3136ms:
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ERROR: Reconnecting... 2/2
warning: Falling back from WebSockets to HTTPS transport. stream disconnected before completion: websocket closed by server before response.completed
context compacted
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exec
/bin/bash -lc "rg -n 'normal|House_tower|def tower|def joiner|def bakery|1.38|6.43|8.7|checks|TINT' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
106:  normal=inode(nt,TEX/f'{ident}_nor_gl_1k.jpg',source_uv,True);nm=node(nt,'ShaderNodeNormalMap');nm.inputs['Strength'].default_value=strength;nt.links.new(normal.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
126: normal=inode(nt,files['Normal'],nc=True);nm=node(nt,'ShaderNodeNormalMap');nt.links.new(normal.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
142:TINTS={1:(1,.94,.79),2:(1,.79,.48),3:(.91,.94,.86),4:(.93,.98,1),5:(1,1,.94),6:(1,.91,.70)}
159:  tint=tuple(a*b for a,b in zip(tint,TINTS[HOUSE]))
176:    inv,origin,longaxis,offset=uvfun;local=[inv@(v-origin) for v in vv];ln=(local[1]-local[0]).cross(local[2]-local[0]);normalaxis=max(range(3),key=lambda k:abs(ln[k]));across=next((k for k in range(3) if k not in [normalaxis,longaxis]),(longaxis+1)%3)
186:  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.000001);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bmesh.ops.triangulate(bm,faces=list(bm.faces));bmesh.ops.delete(bm,geom=[f for f in bm.faces if f.calc_area()<1e-11],context='FACES');bm.to_mesh(me);bm.free();me.update()
477:     points=[gm(ss*(width*.40)*(1-t)**1.38,.24,eave+.25+(rise-.42)*t) for t in [i/16 for i in range(17)]]
495:  # Front normal is outward along v. Dormer cheek wedges terminate in main roof.
611:NAMES={1:'House_merchant',2:'House_shop',3:'House_tavern',4:'House_tower',5:'House_joiner',6:'House_bakery'}
701: # Large forged bracket extends normal to street, with scrolls in the d/z plane.
718: lbox(mp,u,.39,2.23,.23,.22,.38,7,.007,tint=(1,.75,.32))
724:def joiner():
756:def tower():
758: for z in [3.75,6.43,9.03]:
778:  d=.99-j*.20;z=8.70+j*.13
789:def bakery():
847: bpy.ops.export_scene.gltf(filepath=str(tmp),export_format='GLB',use_selection=True,export_apply=True,export_yup=True,export_image_format='JPEG',export_jpeg_quality=90,export_texcoords=True,export_normals=True,export_vertex_color='ACTIVE',export_materials='EXPORT',export_cameras=False,export_lights=False)
848: # glTF node names need not be globally unique. Blender does: normalize socket names in JSON chunk.
854: # normalized UBYTE (no compression extension or decoder dependency required).
864:   replacements[vi]=np.rint(ar.astype(np.float32)/257).astype(np.uint8).tobytes();acc['componentType']=5121;acc['byteOffset']=0;acc['normalized']=True
881: notes=[f'Late-medieval French kit: {len(ROOTS)} houses; exact frontage/depth, metre units, +Y up / +Z front; origins at front-wall centre; 1.5 m foundations.',f'{sum(d["triangles"] for d in META.values()):,} triangles; {len(out):,} GLB bytes; {len(CONFIG)} shared PBR materials; COLOR_0 multiplies baked base colour.', 'Poly Haven CC0 texture ids: '+', '.join(sorted(set(c[1] for c in CONFIG)))+'; https://polyhaven.com/license; sources dl.polyhaven.org, jpg/1k.', 'Cycles shared tileable swatch bakes: base/normal <=1024, packed ORM 512; registered 2 m UVs; periodic patina nodes; spatial vertex grime, moss, beam contact shading and plaster/tile tints.', 'Build: Blender 5.2 -b --python-exit-code 1 --python build_kit.py; -- --count N for incremental order 1,2,3,5,4,6; scans/bakes cached beside script; every completed house exports atomically.', 'Deliverable GLB is reimported for Cycles hero/clay/lineup renders; dark recessed rooms are closed; rear facades authored; structural audit and visual review recorded separately.']
904:  if '--checks' in sys.argv:

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codex
Five houses are now exported within budget. I found two details to correct before adding the bakery: shutters intersecting the workshop framing, and the tower’s oriel roof crowding the windows above it. I’m also checking a repeating band in the clay-roof normal map.
hook: PreToolUse
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exec
/bin/bash -lc "sed -n '60,112p;724,831p;889,940p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
 if uv is not None:nt.links.new(uv,n.inputs['Vector'])
 return n

def material(cfg):
 name,ident,tint,rough,strength,metal=cfg
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear()
 files={k:BAKES/f'{name}_{k}.jpg' for k in ['BaseColor','Normal','ORM']}
 if PREFLIGHT:files={k:BAKES/f'preflight_{k}.jpg' for k in files}
 if not all(p.exists() for p in files.values()):
  out=node(nt,'ShaderNodeOutputMaterial');bs=node(nt,'ShaderNodeBsdfPrincipled');nt.links.new(bs.outputs[0],out.inputs[0])
  uv=node(nt,'ShaderNodeTexCoord').outputs['UV'];source_uv=uv
  if name=='Oak':
   xyw=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,xyw.inputs[0]);cuvw=node(nt,'ShaderNodeCombineXYZ');nt.links.new(xyw.outputs['X'],cuvw.inputs['X']);nt.links.new(mathn(nt,'ADD',mathn(nt,'MULTIPLY',mathn(nt,'SINE',mathn(nt,'MULTIPLY',xyw.outputs['Y'],math.tau)),.022),.108),cuvw.inputs['Y']);source_uv=cuvw.outputs[0]
  if name=='Tile':
   # Extract clay grain inside a real scanned tile; geometry owns the joints.
   # Periodic lookup avoids baking an unrelated second tile grid onto the roof.
   st=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,st.inputs[0]);cv=node(nt,'ShaderNodeCombineXYZ')
   for axis,centre,amplitude in [('X',.560,.014),('Y',.778,.018)]:
    wave=mathn(nt,'SINE',mathn(nt,'MULTIPLY',st.outputs[axis],math.tau))
    nt.links.new(mathn(nt,'ADD',mathn(nt,'MULTIPLY',wave,amplitude),centre),cv.inputs[axis])
   source_uv=cv.outputs[0]
  diff=inode(nt,TEX/f'{ident}_diff_1k.jpg',source_uv)
  bw=node(nt,'ShaderNodeRGBToBW');nt.links.new(diff.outputs[0],bw.inputs[0])
  col=mix(nt,1,mathn(nt,'ADD',mathn(nt,'MULTIPLY',bw.outputs[0],1.4),.32),(*tint,1),'MULTIPLY')
  # Periodic 4D weather noise: opposite swatch edges have identical coordinates.
  xy=node(nt,'ShaderNodeSeparateXYZ');nt.links.new(uv,xy.inputs[0])
  u=mathn(nt,'MULTIPLY',xy.outputs['X'],math.tau);v=mathn(nt,'MULTIPLY',xy.outputs['Y'],math.tau)
  xyz=node(nt,'ShaderNodeCombineXYZ')
  for sock,val in zip(xyz.inputs,[mathn(nt,'COSINE',u),mathn(nt,'SINE',u),mathn(nt,'COSINE',v)]):nt.links.new(val,sock)
  nn=node(nt,'ShaderNodeTexNoise');nn.noise_dimensions='4D';nn.inputs['Scale'].default_value=3.8;nn.inputs['Detail'].default_value=4
  nt.links.new(xyz.outputs[0],nn.inputs['Vector']);nt.links.new(mathn(nt,'SINE',v),nn.inputs['W'])
  col=mix(nt,1,col,mathn(nt,'ADD',mathn(nt,'MULTIPLY',nn.outputs['Fac'],.46),.72),'MULTIPLY')
  if name in ['Slate','Tile']:
   moss=mathn(nt,'MINIMUM',mathn(nt,'MAXIMUM',mathn(nt,'MULTIPLY',mathn(nt,'SUBTRACT',nn.outputs['Fac'],.59),1.9),0),.22)
   col=mix(nt,moss,col,(.13,.16,.052,1))
  if name=='Plaster':
   col=mix(nt,1,mathn(nt,'ADD',mathn(nt,'MULTIPLY',bw.outputs[0],.66),.63),(*tint,1),'MULTIPLY')
  if name=='Rubble':
   hue=node(nt,'ShaderNodeHueSaturation');nt.links.new(diff.outputs[0],hue.inputs['Color']);hue.inputs['Saturation'].default_value=.28
   col=mix(nt,1,mix(nt,1,hue.outputs[0],(1.3,1.32,1.29,1),'MULTIPLY'),(.105,.103,.094,1),'ADD')
   heighttex=inode(nt,TEX/f'{ident}_disp_1k.jpg',source_uv,True)
   limemask=mathn(nt,'MINIMUM',mathn(nt,'MAXIMUM',mathn(nt,'MULTIPLY',mathn(nt,'SUBTRACT',.60,heighttex.outputs[0]),8),0),.92)
   col=mix(nt,limemask,col,mix(nt,nn.outputs['Fac'],(.20,.197,.176,1),(.31,.30,.27,1)))
  arm=inode(nt,TEX/f'{ident}_arm_1k.jpg',source_uv,True);sep=node(nt,'ShaderNodeSeparateColor');nt.links.new(arm.outputs[0],sep.inputs[0])
  roughsock=mathn(nt,'ADD',mathn(nt,'MULTIPLY',sep.outputs['Green'],.20),rough-.14)
  nt.links.new(col,bs.inputs['Base Color']);nt.links.new(roughsock,bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
  normal=inode(nt,TEX/f'{ident}_nor_gl_1k.jpg',source_uv,True);nm=node(nt,'ShaderNodeNormalMap');nm.inputs['Strength'].default_value=strength;nt.links.new(normal.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
  bpy.ops.mesh.primitive_plane_add(size=2);plane=bpy.context.object;plane.data.materials.append(m)
  target=node(nt,'ShaderNodeTexImage');sc.cycles.samples=4;sc.render.bake.margin=0
  for kind,path in files.items():
   size=64 if PREFLIGHT else (512 if kind=='ORM' or name in ['Iron','Glass'] else 1024)
   im=bpy.data.images.new(name+'_'+kind,width=size,height=size,alpha=False)
   if kind!='BaseColor':im.colorspace_settings.name='Non-Color'
def joiner():
 begin_house(5);mp=front_at();holes=[(-2.98,.35,.14,2.63),(1.04,2.74,.14,2.63)]
 wall(mp,W,.12,3,holes,2,.36)
 # Posts mortised into stone shoes support workshop lintel.
 for x in [-3.32,.64,3.30]:
  lbox(mp,x,.015,.23,.32,.34,.46,0,.018);lbeam(mp,x,.46,x,2.88,.025,.21,.28)
 lbox(mp,0,.035,2.81,W,.32,.32,1,.022)
 # Upward-hinged plank shutter canopy, supported by iron stays.
 for a,b in [(-2.98,.35),(1.04,2.74)]:
  n=math.ceil((b-a)/.24)
  for j in range(n):box(mp(a+(j+.5)*(b-a)/n,.57,2.64),((b-a)/n-.009,1.15,.10),1,.01,Matrix.Rotation(math.radians(-10),3,'X'),(1,.94,.79))
  for x in [a+.18,b-.18]:beam(mp(x,.03,1.91),mp(x,1.08,2.53),.029,.033,6)
 # Dark room planes already close the apertures at .4m. Interior bench is in front of backing.
 lbox(mp,-1.31,-.16,.95,2.73,.40,.13,1,.018,tint=(1,.91,.70))
 for x in [-2.37,-.25]:lbeam(mp,x,.13,x,.89,-.15,.12,.15)
 for z in [1.53,2.04]:lbox(mp,-1.32,-.31,z,2.58,.12,.10,1,.009)
 for x in [-2.3,-1.75,-1.12,-.52]:
  lbeam(mp,x,1.54,x+.06,1.96,-.22,.045,.06)
  lbox(mp,x+.06,-.20,1.90,.23,.075,.10,0,.008)
 # Leaning stock boards stay within the facade's frontage and project <1.8 m.
 for i in range(5):
  x=2.92+(i%2)*.16
  beam(mp(x,.83+i*.09,.03),mp(x-.15,.18,1.48+i*.13),.13,.055,1,(1,.97,.84))
 for u,w in [(-1.30,3.25),(1.90,1.66)]:
  for k in range(2):lbox(mp,u,.35+k*.33,.055+(1-k)*.08,w+.1,.56+k*.38,.11+(1-k)*.16,0,.024)
 z=3;fm=front_at(.21);xs=[-1.78,1.64];holes=[(x-.53,x+.53,z+.85,z+2.13) for x in xs]
 wall(fm,W,z,z+2.6,holes,2,.36);framing(fm,W,z,z+2.6,4)
 for x in xs:window(fm,x,z+.85,1.06,1.28,shutters=True)
 for ss in [-1,1]:lbeam(fm,ss*3.31,z+.25,ss*2.36,z+2.36,.06,.17,.19)
 jetty_returns(2,.21);parties(2);rear(2);quoins(3);roof(False,EAVE,3.10,.21,3,[(.10,-1)],True)
 return 1.90

def tower():
 begin_house(4);mp=front_at();holes=[(-1.76,-.54,.14,2.52),(.45,1.40,1.03,2.33)]
 for z in [3.75,6.43,9.03]:
  for x in [-1.13,1.13]:holes.append((x-.46,x+.46,z,z+1.33))
 wall(mp,W,.12,EAVE,holes,5,.21);parties(4,True);rear(4,True);quoins(EAVE)
 door(mp,-1.15,1.22,2.38,studded=True);window(mp,.925,1.03,.95,1.30,True)
 for a,b,c,d in holes[2:]:window(mp,(a+b)/2,c,b-a,d-c,True,shutters=True)
 # Second-floor oriel: cantilevered stone box with three mullioned lights.
 # Vertical support consoles curve into the main stone wall.
 om=front_at(.89)
 for x in [-.91,0,.91]:corbel(mp,x,5.99,.83,True)
 lbox(mp,0,.45,6.04,2.52,.95,.20,0,.023)
 lbox(mp,0,.47,6.38,2.30,.89,.52,0,.015)
 for x in [-.80,0,.80]:
  lbox(om,x,.025,6.38,.64,.065,.37,0,.014,tint=(.81,.84,.77))
  tube([om(x+.22*math.sin(t*math.tau/12),.075,6.38+.15*math.cos(t*math.tau/12)) for t in range(13)],.022,0,6)
 lbox(mp,0,.47,6.72,2.50,1.01,.14,0,.024)
 for x in [-.81,0,.81]:window(om,x,6.88,.59,1.54,True)
 for x in [-1.22,1.22]:lbox(mp,x,.47,7.60,.16,.95,1.94,0,.018)
 lbox(mp,0,.49,8.58,2.66,1.10,.18,0,.022)
 # Sloped oriel cap in visible slate courses.
 for j in range(5):
  d=.99-j*.20;z=8.70+j*.13
  for i in range(8):
   x=-1.32+i*.33;roof_plate([Vector(mp(x,d,z)),Vector(mp(x+.324,d,z)),Vector(mp(x+.324,d-.25,z+.15)),Vector(mp(x,d-.25,z+.15))],4,(.85,.90,.85))
 ridge=roof(True,EAVE,3.53,0,4)
 # Tall external chimney keyed into party wall, entirely within exact side plane.
 x=1.96;y=3.85
 box((x,y,7.2),(.72,1.06,13.2),5,.018)
 for k in range(30):box((x+.015,y-.005,.61+k*.43),(.77,1.12,.414),0,.018,tint=(.79,.86,.75))
 chimney(x,y,13.21,True,2.0)
 return -1.15

def bakery():
 begin_house(6);mp=front_at();holes=[(.74,2.51,.83,2.23),(-.35,.60,.14,2.36)]
 wall(mp,W,.12,3,holes,2,.34);door(mp,.125,.95,2.22)
 lbox(mp,1.62,.39,.93,2.02,.90,.13,1,.014)
 for x in [.83,2.42]:beam(mp(x,.025,.38),mp(x,.77,.87),.065,.08,1)
 for i in range(8):box(mp(.77+(i+.5)*1.71/8,.32,2.29),(1.71/8-.007,.68,.065),1,.008,Matrix.Rotation(math.radians(-13),3,'X'))
 # Round bread oven built as semi-circular masonry from facade to 1.65m projection.
 u=-1.71;r=1.04;cy=.47;n=24
 # Revolved volume rear portion intersects facade; front does not exceed 1.8m.
 rings=[(.05,r),(.80,r),(.96,r*1.02),(1.08,r*.97),(1.25,r*.94),(1.58,r*.88),(1.88,r*.69),(2.08,r*.40)]
 for (za,ra),(zb,rb) in zip(rings,rings[1:]):
  vs=[mp(u+rr*math.cos(i*math.tau/n),cy+rr*math.sin(i*math.tau/n),zz) for zz,rr in [(za,ra),(zb,rb)] for i in range(n)]
  fs=[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
  add(vs,fs,5 if za<1.08 else 2,(.80,.80,.66),smooth=True)
 # Oven mouth is dark and inset, with actual arched stone lip.
 ovenmp=lambda x,d,z:mp(u+x,cy+r*.91+d,z)
 arch(ovenmp,0,.74,1.27,base=1.01,shop=True,oven=True)
 # Overlay black mouth within the stone arch, no opening through the house.
 profile([(-.35,1.01),(.35,1.01),(.35,1.27)]+[(.35*math.cos(t*math.pi/12),1.27+.35*math.sin(t*math.pi/12)) for t in range(1,13)],(-.09,-.08),ovenmp,7,(.05,.045,.04))
 lbox(ovenmp,0,.02,1.01,.94,.37,.10,0,.018)
 # Conical little roof, individual annular wedge tiles in overlapping courses.
 for j in range(8):
  ra=1.16*(1-j/9);rb=1.16*(1-(j+1)/9);za=2.04+j*.135;zb=za+.16;nn=max(9,round(ra*math.tau/.23))
  for i in range(nn):
   a=(i+(j%2)*.5)*math.tau/nn;b=(i+1+(j%2)*.5)*math.tau/nn-.009
   vs=[Vector(mp(u+rr*math.cos(t),cy+rr*math.sin(t),zz)) for rr,zz,t in [(ra,za,a),(ra,za,b),(rb,zb,b),(rb,zb,a)]];roof_plate(vs,3,(.81,.82,.67))
 cyl(mp(u,cy,3.07),mp(u,cy,3.27),.15,0,8,r2=.06)
 z=3;fm=front_at(.16);xs=[-1.62,1.46];holes=[(x-.42,x+.42,z+.82,z+2.12) for x in xs]
 wall(fm,W,z,z+2.6,holes,2,.34);framing(fm,W,z,z+2.6,3)
 for x in xs:window(fm,x,z+.82,.84,1.30)
 for ss in [-1,1]:lbeam(fm,ss*2.83,z+.25,ss*1.92,z+2.36,.06,.15,.18)
 jetty_returns(2,.16);parties(2);rear(2);quoins(3);roof(True,EAVE,3.23,.16,3)
 chimney(-1.96,1.94,EAVE+1.53,False,2.95)
 # Bakers' rounds on hatch shelf, baskets represented with shared oak surface.
 for x in [1.13,1.56,1.98]:cyl(mp(x,.47,1.02),mp(x,.47,1.14),.15,2,12,r2=.12,tint=(.85,.59,.28))
 return .125

def finish_house(num,doorx,slot):
 root=bpy.data.objects.new(NAMES[num],None);bpy.context.collection.objects.link(root);root.location=(14*slot,0,0);root.empty_display_type='PLAIN_AXES'
 obs=[]
 for m,geo in G.items():
  if geo.f:obs.append(geo.finish(root))
 doorpos=(doorx,0,.14) if num==5 else (doorx,.16,.14) if num==1 else (doorx,.20,.12)
 sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
 bpy.ops.object.light_add(type='SUN',location=(0,0,20));sun=bpy.context.object;sun.rotation_euler=(math.radians(25),math.radians(-25),math.radians(-30));sun.data.energy=1.8;sun.data.angle=math.radians(18)
 bpy.ops.object.light_add(type='AREA',location=(-15,-20,24));light=bpy.context.object;light.data.energy=3000;light.data.shape='DISK';light.data.size=16;light.rotation_euler=(Vector((20,3,5))-light.location).to_track_quat('-Z','Y').to_euler()
 bpy.ops.mesh.primitive_plane_add(size=240,location=(30,0,-.025));floor=bpy.context.object;floor.name='STUDIO_GROUND';mat=bpy.data.materials.new('STUDIO_GROUND');mat.diffuse_color=(.30,.325,.33,1);floor.data.materials.append(mat)
 bpy.ops.object.camera_add();cam=bpy.context.object;sc.camera=cam;cam.data.type='ORTHO'
 sc.render.resolution_x=1920;sc.render.resolution_y=1080;sc.render.resolution_percentage=100;sc.cycles.samples=40
 def camera(pos,target,scale):cam.location=pos;cam.rotation_euler=(Vector(target)-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=scale
 def render(name):sc.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True)
 roots=[bpy.data.objects[name] for name in META]
 # Individual hero frames. Root children retain their house-local frame.
 for r in roots:
  for other in roots:
   for o in other.children_recursive:o.hide_render=other!=r
  dat=META[r.name];cx=r.location.x;h=dat['bounding_box']['max'][1]
  camera((cx+18,-25,h*.72),(cx,D*.32,h*.47),max(h*1.95,23.0));render(f'final_{dat["house"]}.png')
  if '--checks' in sys.argv:
   camera((cx-17,24,h*.64),(cx,4,h*.44),max(h*1.95,23));render(f'rear_{dat["house"]}.png')
 for r in roots:
  for o in r.children_recursive:o.hide_render=False
 # Street render closes the file's placement gaps; root local geometry unchanged.
 x=0
 for r in roots:
  w=META[r.name]['width'];r.location.x=x+w/2;x+=w
 cx=x/2
 camera((cx+15,-57,26),(cx,2,6.9),max(x*1.09,26));render('lineup.png')
 clay=bpy.data.materials.new('STUDIO_CLAY');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.48,.48,.48,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.82
 sc.view_layers[0].material_override=clay;render('clay_lineup.png');sc.view_layers[0].material_override=None
 print('RENDERS_COMPLETE',flush=True)

if __name__=='__main__':
 funcs={1:merchant,2:shop,3:tavern,4:tower,5:joiner,6:bakery}
 for slot,num in enumerate([1,2,3,5,4,6][:COUNT]):
  doorx=funcs[num]();finish_house(num,doorx,slot);export_kit()
 if not NORENDER:studio()
 print('BUILD_COMPLETE',flush=True)

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exec
/bin/bash -lc "python3 - <<'PY'
p='build_kit.py'
s=open(p).read().replace(\"nm.inputs['Strength'].default_value=strength;\",\"nm.inputs['Strength'].default_value=.075 if name=='Tile' else strength;\")
s=s.replace('(1-t)**1.38','(1-t)**2.05')
s=s.replace('framing(fm,W,z,z+2.6,4)\\n for x in xs:window(fm,x,z+.85,1.06,1.28,shutters=True)','framing(fm,W,z,z+2.6,2)\\n for x in xs:window(fm,x,z+.85,1.06,1.28,shutters=False)')
s=s.replace('for z in [3.75,6.43,9.03]:','for z in [3.75,9.03]:')
s=s.replace('window(om,x,6.88,.59,1.54,True)','window(om,x,6.88,.59,1.35,True)').replace('7.60,.16,.95,1.94','7.49,.16,.95,1.72').replace('0,.49,8.58','0,.49,8.36').replace('z=8.70+j*.13','z=8.48+j*.065').replace('d-.25,z+.15','d-.25,z+.081')
s=s.replace(\"fs=[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]\\n  add(vs,fs,5 if za<1.08\", \"fs=[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n) if not (za>=.96 and zb<=1.88 and math.sin((i+.5)*math.tau/n)>.85 and abs(r*math.cos((i+.5)*math.tau/n))<.43)]\\n  add(vs,fs,5 if za<1.08\")
s=s.replace(\"(-.09,-.08),ovenmp,7\", \"(-.41,-.40),ovenmp,7\")
s=s.replace(\"if '--checks' in sys.argv:\\n   camera\", \"if '--checks' in sys.argv:\\n   if dat['house']==1:\\n    camera((cx+3,-10,9.1),(cx,0,8.7),6.1);render('detail_merchant.png')\\n   if dat['house']==2:\\n    camera((cx+9,-13,13),(cx,2,10),10);render('detail_shop_roof.png')\\n   camera\")
open(p,'w').write(s)
PY
python3 -m py_compile build_kit.py
scp build_kit.py gex44:/root/fal-author/medieval-hero-houses-v1/build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 1108ms:
hook: PreToolUse
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exec
/bin/bash -lc "ssh gex44 'rm -f /root/fal-author/medieval-hero-houses-v1/baked/Tile_Normal.jpg && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/build_kit.py -- --count 6 --checks > /root/fal-author/medieval-hero-houses-v1/full.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
hook: PreToolUse
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exec
/bin/bash -lc "cat qa/capture.cjs; cat REVIEW_SCOPE.md; sed -n '1,220p' qa/index.html" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
const {chromium}=require('playwright');const fs=require('fs');(async()=>{const browser=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',args:['--no-sandbox','--use-gl=angle','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1920,height:1080}});const errors=[];page.on('pageerror',e=>errors.push(String(e)));await page.goto('http://127.0.0.1:8138/qa/');await page.waitForFunction(()=>window.qa?.loaded,undefined,{timeout:120000});await page.screenshot({path:'qa/runtime_lineup.png'});const data=await page.evaluate(()=>window.qa);data.errors.push(...errors);fs.writeFileSync('qa/runtime-check.json',JSON.stringify(data,null,2));await page.evaluate(()=>window.hero(0));await page.screenshot({path:'qa/runtime_merchant.png'});await page.evaluate(()=>window.setMaps(false));await page.screenshot({path:'qa/runtime_merchant_maps_off.png'});await browser.close();console.log(JSON.stringify({roots:data.roots.length,materials:data.materials,render:data.render,errors:data.errors}));if(data.errors.length)process.exit(1)})().catch(e=>{console.error(e);process.exit(1)});
Authored game-mesh reconstruction of sheet_a/b/c; target detail/age: ../breton-stone-house-v2/final.png. Metres, Y-up export, front +Z; photographic Poly Haven CC0 shared shelf.
Cameras: 1920x1080 three-quarter front for every house; rear check and close merchant/tower detail; street lineup and identical clay view; imported GLB is the render source.
Budget: 30–70k triangles per house, <=350k total, <=25 MB GLB, <=10 shared materials, base/normal <=1024 and ORM512. Target <=9 material draws per house. Actual runtime counters are measured separately from offline estimates.
Three revision cap, at most two independent critic passes per revision. First merchant export is revision0; geometry-contract and material corrections are revision1.
Outputs: medieval-hero-houses.glb, final_1..6.png, lineup.png, clay_lineup.png, nodes.json, NOTES.md, audit evidence. No claim of Forge in-game integration without an actual runtime capture.
<!doctype html><html><head><meta charset="utf-8"><style>body{margin:0;overflow:hidden}canvas{display:block}</style><script type="importmap">{"imports":{"three":"./node_modules/three/build/three.module.js","three/addons/":"./node_modules/three/examples/jsm/"}}</script></head><body><script type="module">
import * as THREE from 'three';import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
const renderer=new THREE.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1920,1080);renderer.setPixelRatio(1);renderer.outputColorSpace=THREE.SRGBColorSpace;renderer.toneMapping=THREE.AgXToneMapping;renderer.toneMappingExposure=1.05;renderer.shadowMap.enabled=true;renderer.shadowMap.type=THREE.PCFSoftShadowMap;document.body.appendChild(renderer.domElement);
const scene=new THREE.Scene();scene.background=new THREE.Color(.62,.65,.67);const camera=new THREE.PerspectiveCamera(34,1920/1080,.1,250);const ambient=new THREE.HemisphereLight(0xe6efff,0x716e62,2);scene.add(ambient);const sun=new THREE.DirectionalLight(0xfff1dc,3.2);sun.position.set(-15,27,20);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);sun.shadow.camera.left=-40;sun.shadow.camera.right=40;sun.shadow.camera.top=30;sun.shadow.camera.bottom=-30;sun.shadow.normalBias=.025;sun.shadow.bias=-.0001;scene.add(sun);scene.add(sun.target);
const floor=new THREE.Mesh(new THREE.PlaneGeometry(240,240),new THREE.MeshStandardMaterial({color:0x858b89,roughness:1}));floor.rotation.x=-Math.PI/2;floor.position.y=-.025;floor.receiveShadow=true;scene.add(floor);
const gltf=await new GLTFLoader().loadAsync('../medieval-hero-houses.glb');scene.add(gltf.scene);const roots=[...gltf.scene.children];let x=0;const materials=new Set(),images=new Set();const report={roots:[],errors:[]};const expected=['House_merchant','House_shop','House_tavern','House_joiner','House_tower','House_bakery'];const widths=[8,6,10,7,5,6];
roots.forEach((r,i)=>{r.updateMatrixWorld(true);const inv=new THREE.Matrix4().copy(r.matrixWorld).invert();let tris=0,verts=0,primitives=0;const box=new THREE.Box3();const sockets=[];r.traverse(o=>{if(o.isMesh){primitives++;tris+=o.geometry.index.count/3;verts+=o.geometry.attributes.position.count;o.castShadow=o.receiveShadow=true;const localbox=new THREE.Box3().setFromBufferAttribute(o.geometry.attributes.position).applyMatrix4(new THREE.Matrix4().multiplyMatrices(inv,o.matrixWorld));box.union(localbox);const m=o.material;materials.add(m);for(const key of ['map','normalMap','aoMap','roughnessMap','metalnessMap'])if(m[key]){images.add(m[key].source);m[key].anisotropy=8;}if(!o.geometry.attributes.color)report.errors.push(o.name+' has no vertex colours');}else if(o.name.startsWith('Entrance')||o.name.startsWith('Door'))sockets.push({name:o.name,position:o.position.toArray()});});report.roots.push({name:r.name,triangles:tris,vertices:verts,primitives,bounds:{min:box.min.toArray(),max:box.max.toArray()},sockets});r.position.x=x+widths[i]/2;x+=widths[i];if(r.name!==expected[i])report.errors.push('Root order/name '+r.name);});
report.materials=materials.size;report.textureSources=images.size;report.textureGpuRGBAWithMips=[...images].reduce((sum,s)=>sum+s.data.width*s.data.height*4*4/3,0);report.textureDimensions=[...images].map(s=>[s.data.width,s.data.height]);
const draw=()=>{renderer.info.reset();renderer.render(scene,camera);return {calls:renderer.info.render.calls,triangles:renderer.info.render.triangles,geometries:renderer.info.memory.geometries,textures:renderer.info.memory.textures};};
window.street=()=>{roots.forEach(r=>r.visible=true);camera.position.set(x/2+9,22,62);camera.lookAt(x/2,6,-3);sun.target.position.set(x/2,4,0);sun.position.set(x/2-18,30,22);report.render=draw();};
window.hero=(idx=0)=>{roots.forEach((r,i)=>r.visible=i===idx);const r=roots[idx],h=report.roots[idx].bounds.max[1];camera.position.set(r.position.x+18,h*.76,27);camera.lookAt(r.position.x,h*.48,-3);sun.target.position.set(r.position.x,5,0);sun.position.set(r.position.x-18,28,22);draw();};
window.setMaps=(on)=>{for(const m of materials){m.userData.maps??={normalMap:m.normalMap,aoMap:m.aoMap};m.normalMap=on?m.userData.maps.normalMap:null;m.aoMap=on?m.userData.maps.aoMap:null;m.needsUpdate=true;}draw();};
window.street();report.loaded=true;window.qa=report;
</script></body></html>

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exec
/bin/bash -lc "ssh gex44 'tail -4 /root/fal-author/medieval-hero-houses-v1/full.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 571ms:
00:06:42 | INFO: glTF import finished in 0.82s
/root/fal-author/medieval-hero-houses-v1/build_kit.py:889: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
00:14.544  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_1.png'

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exec
/bin/bash -lc "sed -n '1,100p' /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py; rg -n 'audit|critic|revision|evidence' /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
"""Read-only audit of uncompressed GLB triangle meshes; requires numpy.

Report mode exits 0 even with findings. --strict exits 1 for findings.
Invalid or unsupported input exits 2. This is not a complete glTF validator.
"""
import argparse
import hashlib
import json
from pathlib import Path
import struct
import sys

import numpy as np


def audit(path):
    data = Path(path).read_bytes()
    if len(data) < 20 or struct.unpack_from('<4sII', data) != (b'glTF', 2, len(data)):
        raise ValueError('Invalid GLB v2 header/length')
    chunks = {}
    offset = 12
    while offset < len(data):
        if offset + 8 > len(data):
            raise ValueError('Truncated chunk header')
        length, kind = struct.unpack_from('<II', data, offset)
        offset += 8
        if length % 4 or offset + length > len(data) or kind in chunks:
            raise ValueError('Invalid, duplicate or truncated GLB chunk')
        chunks[kind] = data[offset:offset + length]
        offset += length
    g = json.loads(chunks[0x4E4F534A])
    binary = chunks.get(0x004E4942, b'')
    compressed = {'KHR_draco_mesh_compression', 'EXT_meshopt_compression'}
    if compressed.intersection(g.get('extensionsUsed', []) + g.get('extensionsRequired', [])):
        raise ValueError('Compressed geometry: audit the uncompressed export')
    buffers = g.get('buffers', [])
    if len(buffers) != 1 or 'uri' in buffers[0] or buffers[0]['byteLength'] > len(binary):
        raise ValueError('Expected one embedded geometry buffer')
    dtypes = {5120: 'i1', 5121: 'u1', 5122: '<i2', 5123: '<u2', 5125: '<u4', 5126: '<f4'}
    widths = {'SCALAR': 1, 'VEC2': 2, 'VEC3': 3, 'VEC4': 4}

    def accessor(index):
        q = g['accessors'][index]
        if 'sparse' in q or 'bufferView' not in q:
            raise ValueError('Sparse or implicit accessor unsupported')
        v = g['bufferViews'][q['bufferView']]
        if v.get('buffer', 0) != 0 or 'EXT_meshopt_compression' in v.get('extensions', {}):
            raise ValueError('Unsupported buffer view')
        dtype = np.dtype(dtypes[q['componentType']])
        width = widths[q['type']]
        stride = v.get('byteStride', dtype.itemsize * width)
        count = q['count']
        start = q.get('byteOffset', 0)
        end = start + (count - 1) * stride + width * dtype.itemsize if count else start
        base = v.get('byteOffset', 0)
        if count < 0 or start < 0 or base < 0 or stride < dtype.itemsize * width or end > v['byteLength'] or base + v['byteLength'] > buffers[0]['byteLength']:
            raise ValueError('Accessor exceeds declared buffer bounds')
        return np.ndarray((count, width), dtype=dtype, buffer=binary,
                          offset=base + start, strides=(stride, dtype.itemsize))

    rows = []
    for mi, mesh in enumerate(g.get('meshes', [])):
        for pi, primitive in enumerate(mesh['primitives']):
            if primitive.get('mode', 4) != 4 or primitive.get('targets') or 'KHR_draco_mesh_compression' in primitive.get('extensions', {}):
                raise ValueError('Only uncompressed TRIANGLES without morph targets supported')
            attrs = {name: accessor(i) for name, i in primitive['attributes'].items()}
            pos = attrs['POSITION']
            if pos.shape[1] != 3 or g['accessors'][primitive['attributes']['POSITION']].get('normalized'):
                raise ValueError('Expected non-normalized VEC3 positions')
            idx = np.arange(len(pos))
            if 'indices' in primitive:
                q = g['accessors'][primitive['indices']]
                if q['type'] != 'SCALAR' or q['componentType'] not in (5121, 5123, 5125):
                    raise ValueError('Invalid index accessor')
                idx = accessor(primitive['indices']).ravel()
            if len(idx) % 3 or (len(idx) and int(idx.max()) >= len(pos)):
                raise ValueError('Invalid triangle indices')
            t = pos[idx.reshape(-1, 3)].astype(np.float64)
            area2 = np.linalg.norm(np.cross(t[:, 1] - t[:, 0], t[:, 2] - t[:, 0]), axis=1)
            rows.append({'mesh': mesh.get('name', str(mi)), 'primitive': pi,
                         'triangles': len(idx) // 3,
                         'zero_area_triangles': int((area2 < 1e-12).sum()),
                         'nonfinite_attribute_components': sum(int((~np.isfinite(a)).sum()) for a in attrs.values())})
    if not rows:
        raise ValueError('No triangle primitives to audit')
    # Rig report and duplicate-primitive detection (2026-09-21, after the MengTo rejection gates):
    # duplicate = two primitives whose POSITION and index buffers hash identically (an action file
    # carrying a second render mesh); the rig report lists skins, joint names and their parents.
    seen, duplicates = {}, []
    for mi, mesh in enumerate(g.get('meshes', [])):
        for pi, primitive in enumerate(mesh['primitives']):
            key = hashlib.sha1(accessor(primitive['attributes']['POSITION']).tobytes()
                               + (accessor(primitive['indices']).tobytes() if 'indices' in primitive else b'')).hexdigest()
            here = f"{mesh.get('name', str(mi))}[{pi}]"
            if key in seen:
                duplicates.append({'primitive': here, 'same_as': seen[key]})
            else:
                seen[key] = here
    nodes = g.get('nodes', [])
    parent_of = {}
2:.subharness/agents/asset-author.ts + asset-critic.ts at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.),
3:rewritten for Forge lanes (forge-agent, Astra author, a second model family as critic). -->
5:# Author and critic loop for a Blender asset
18:The critic must open the actual capture files. A critic that cannot read images says so and returns
23:- Default: **3 revisions, at most 2 critic passes per revision.** The brief may set another cap.
32:the revision cap. Budgets are task inputs; do not copy another asset's numbers.
40:## Each revision keeps
42:- the source revision or parameters that rebuild the previous asset;
46:- the critic's findings, the fixes chosen, and the next measured result.
48:## The critic pass
50:The critic receives the previous AND the current captures and metrics under matched cameras (or
51:an explicit "first revision, no baseline"), the reference image, and the brief. It returns:
53:- **at most five findings**, ordered by impact, each with a stable id, the evidence path (whole
56:- regressions against the previous revision;
58:- `PASS`, `REVISE` or `BLOCKED`, with the limits of its evidence.
60:It compares against the reference as well as the previous revision: clean topology and progress
87:When a revision teaches something that will recur, write it as: evidence path, symptom, cause,

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/bin/bash -lc "ssh gex44 'cat /root/fal-author/medieval-hero-houses-v1/nodes.json; tail -3 /root/fal-author/medieval-hero-houses-v1/full.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 603ms:
{
  "House_merchant": {
    "house": 1,
    "width": 8,
    "depth": 10,
    "storeys": 4,
    "triangles": 69846,
    "bounding_box": {
      "min": [
        -4.245,
        -1.5,
        -10.86
      ],
      "max": [
        4.245,
        16.49,
        1.2
      ]
    },
    "root_translation": [
      0,
      0,
      0
    ],
    "Entrance": [
      -2.5,
      0.0,
      0.6399999856948853
    ],
    "Door": [
      -2.5,
      0.14000000059604645,
      -0.1599999964237213
    ]
  },
  "House_shop": {
    "house": 2,
    "width": 6,
    "depth": 9,
    "storeys": 3,
    "triangles": 41128,
    "bounding_box": {
      "min": [
        -3.2,
        -1.5,
        -9.86
      ],
      "max": [
        3.2,
        13.29,
        1.3
      ]
    },
    "root_translation": [
      14,
      0,
      0
    ],
    "Entrance": [
      -2.0999999046325684,
      0.0,
      0.6000000238418579
    ],
    "Door": [
      -2.0999999046325684,
      0.11999999731779099,
      -0.20000000298023224
    ]
  },
  "House_tavern": {
    "house": 3,
    "width": 10,
    "depth": 10,
    "storeys": 3,
    "triangles": 58212,
    "bounding_box": {
      "min": [
        -5.2,
        -1.5,
        -10.86
      ],
      "max": [
        5.2,
        13.18,
        1.68
      ]
    },
    "root_translation": [
      28,
      0,
      0
    ],
    "Entrance": [
      0.05000000074505806,
      0.0,
      0.6000000238418579
    ],
    "Door": [
      0.05000000074505806,
      0.11999999731779099,
      -0.20000000298023224
    ]
  },
  "House_joiner": {
    "house": 5,
    "width": 7,
    "depth": 9,
    "storeys": 2,
    "triangles": 33320,
    "bounding_box": {
      "min": [
        -3.7,
        -1.5,
        -9.86
      ],
      "max": [
        3.7,
        8.83913,
        1.21641
      ]
    },
    "root_translation": [
      42,
      0,
      0
    ],
    "Entrance": [
      1.899999976158142,
      0.0,
      0.800000011920929
    ],
    "Door": [
      1.899999976158142,
      0.14000000059604645,
      -0.0
    ]
  },
  "House_tower": {
    "house": 4,
    "width": 5,
    "depth": 8,
    "storeys": 4,
    "triangles": 45692,
    "bounding_box": {
      "min": [
        -2.74593,
        -1.5,
        -8.86
      ],
      "max": [
        2.74593,
        15.64,
        1.24
      ]
    },
    "root_translation": [
      56,
      0,
      0
    ],
    "Entrance": [
      -1.149999976158142,
      0.0,
      0.6000000238418579
    ],
    "Door": [
      -1.149999976158142,
      0.11999999731779099,
      -0.20000000298023224
    ]
  },
  "House_bakery": {
    "house": 6,
    "width": 6,
    "depth": 9,
    "storeys": 2,
    "triangles": 37790,
    "bounding_box": {
      "min": [
        -3.245,
        -1.5,
        -9.86
      ],
      "max": [
        3.245,
        10.51,
        1.63
      ]
    },
    "root_translation": [
      70,
      0,
      0
    ],
    "Entrance": [
      0.125,
      0.0,
      0.6000000238418579
    ],
    "Door": [
      0.125,
      0.11999999731779099,
      -0.20000000298023224
    ]
  }
}  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
00:14.544  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_1.png'
00:22.386  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/detail_merchant.png'

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exec
/bin/bash -lc "python3 - <<'PY'
p='qa/capture.cjs'
s=open(p).read().replace(\"await page.evaluate(()=>window.hero(0));await page.screenshot({path:'qa/runtime_merchant.png'});\", \"for(let i=0;i<6;i++){await page.evaluate(i=>window.hero(i),i);await page.screenshot({path:"'`qa/runtime_${data.roots[i].name}.png`});}await page.evaluate(()=>window.hero(0));await page.screenshot({path:'"'qa/runtime_merchant.png'});\")
open(p,'w').write(s)
PY
ssh gex44 'tail -4 /root/fal-author/medieval-hero-houses-v1/full.log; ls -l /root/fal-author/medieval-hero-houses-v1/medieval-hero-houses.glb'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 623ms:
  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
00:14.544  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_1.png'
00:22.386  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/detail_merchant.png'
00:29.682  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_1.png'
-rw-r--r-- 1 root root 24427816 Oct  9 00:06 /root/fal-author/medieval-hero-houses-v1/medieval-hero-houses.glb

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/bin/bash -lc 'scp gex44:/root/fal-author/medieval-hero-houses-v1/detail_merchant.png gex44:/root/fal-author/medieval-hero-houses-v1/final_1.png gex44:/root/fal-author/medieval-hero-houses-v1/medieval-hero-houses.glb gex44:/root/fal-author/medieval-hero-houses-v1/nodes.json .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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codex
All six houses are now in the GLB: 285,988 triangles and 24.43 MB. The close-up check shows the oak grain is too soft, so I’m correcting that shared texture before the final visual review and runtime checks.
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2026-10-08T22:07:34.286742Z ERROR codex_core::tools::router: error=unable to locate image at `/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/textures/wooden_planks_diff_1k.jpg`: No such file or directory (os error 2)
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/bin/bash -lc 'scp -r gex44:/root/fal-author/medieval-hero-houses-v1/textures gex44:/root/fal-author/medieval-hero-houses-v1/baked .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc "sed -n '164,188p' build_kit.py; ssh gex44 'tail -3 /root/fal-author/medieval-hero-houses-v1/full.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 617ms:
  tint=(tint[0]*(1-moss*.45),tint[1],tint[2]*(1-moss*.7))
  if HOUSE in [2,5]:tint=(tint[0],tint[1]*.90,tint[2]*.82)
 return tuple(max(.035,min(1,a*f)) for a in tint)+(1,)
class Mesh:
 def __init__(self,name,mat):self.name=name;self.mat=mat;self.v=[];self.f=[];self.uv=[];self.cols=[];self.sm=[]
 def add(self,vs,fs,tint=(1,1,1),uvfun=None,smooth=False):
  off=len(self.v);self.v.extend([tuple(v) for v in vs]);self.cols.extend([weather(v,self.mat,tint) for v in vs])
  for face in fs:
   if len(face)<3:continue
   vv=[Vector(vs[i]) for i in face];n=(vv[1]-vv[0]).cross(vv[2]-vv[0]);axis=max(range(3),key=lambda k:abs(n[k]));ij=[k for k in range(3) if k!=axis]
   self.f.append(tuple(off+i for i in face));self.sm.append(smooth)
   if isinstance(uvfun,tuple):
    inv,origin,longaxis,offset=uvfun;local=[inv@(v-origin) for v in vv];ln=(local[1]-local[0]).cross(local[2]-local[0]);normalaxis=max(range(3),key=lambda k:abs(ln[k]));across=next((k for k in range(3) if k not in [normalaxis,longaxis]),(longaxis+1)%3)
    self.uv.append([(v[longaxis]/2+offset[0],v[across]/2+offset[1]) for v in local])
   else:self.uv.append([uvfun(v) if uvfun else (v[ij[0]]/2,v[ij[1]]/2) for v in vv])
 def finish(self,root):
  me=bpy.data.meshes.new(self.name);me.from_pydata(self.v,[],self.f);me.materials.append(MATS[self.mat]);me.update()
  uv=me.uv_layers.new(name='UVMap');vc=me.color_attributes.new(name='COLOR_0',type='BYTE_COLOR',domain='CORNER')
  for poly,coords,sm in zip(me.polygons,self.uv,self.sm):
   poly.use_smooth=sm
   for li,co in zip(poly.loop_indices,coords):uv.data[li].uv=co;vc.data[li].color=self.cols[me.loops[li].vertex_index]
  ob=bpy.data.objects.new(self.name,me);bpy.context.collection.objects.link(ob);ob.parent=root
  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.000001);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bmesh.ops.triangulate(bm,faces=list(bm.faces));bmesh.ops.delete(bm,geom=[f for f in bm.faces if f.calc_area()<1e-11],context='FACES');bm.to_mesh(me);bm.free();me.update()
  return ob

00:51.604  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_2.png'
00:59.069  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_3.png'
01:06.371  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_3.png'

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/bin/bash -lc "sed -n '25,58p' build_kit.py; ssh gex44 'tail -3 /root/fal-author/medieval-hero-houses-v1/full.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 624ms:
 for d in prefs.devices:d.use=d.type!='CPU'
 sc.cycles.device='GPU'
except Exception:sc.cycles.device='CPU'
sc.unit_settings.system='METRIC';sc.unit_settings.scale_length=1
sc.view_settings.view_transform='AgX';sc.render.image_settings.file_format='PNG'
# Shared shelf. No house-specific images; vertex colors supply all local weather.
CONFIG=[('Granite','worn_rock_natural_01',(.48,.475,.43),.86,.6,0),
 ('Oak','wooden_planks',(.19,.141,.095),.85,.45,0),
 ('Plaster','worn_plaster_wall',(.72,.665,.53),.9,.7,0),
 ('Tile','roof_tiles_14',(.36,.17,.09),.88,.55,0),
 ('Slate','slate_floor_03',(.14,.19,.235),.78,.5,0),
 ('Rubble','rock_wall_09',(.47,.46,.405),.9,1.0,0),
 ('Iron','metal_plate_02',(.055,.06,.058),.6,.22,.75),
 ('Glass','metal_plate_02',(.048,.073,.079),.24,.015,.25),
 ('Brick','medieval_red_brick',(.37,.19,.115),.9,.55,0)]
for ident in sorted(set(c[1] for c in CONFIG)):
 for kind in ['diff','nor_gl','arm']+(['disp'] if ident=='rock_wall_09' else []):
  p=TEX/f'{ident}_{kind}_1k.jpg'
  if not p.exists():subprocess.run(['curl','-fLsS','--retry','2','-A','Mozilla/5.0',f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{ident}/{p.name}','-o',str(p)],check=True)
def node(nt,t):return nt.nodes.new(t)
def mathn(nt,op,a,b=0):
 n=node(nt,'ShaderNodeMath');n.operation=op
 for v,i in [(a,0),(b,1)]:
  if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
  else:n.inputs[i].default_value=v
 return n.outputs[0]
def mix(nt,f,a,b,mode='MIX'):
 n=node(nt,'ShaderNodeMixRGB');n.blend_type=mode
 for v,i in [(f,0),(a,1),(b,2)]:
  if hasattr(v,'node'):nt.links.new(v,n.inputs[i])
  else:n.inputs[i].default_value=v
 return n.outputs[0]
def inode(nt,p,uv=None,nc=False):
 n=node(nt,'ShaderNodeTexImage');n.image=bpy.data.images.load(str(p),check_existing=True)
01:19.895  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_5.png'
01:26.666  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_4.png'
01:33.430  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_4.png'

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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py medieval-hero-houses.glb --strict > audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 224ms:
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_kit.py';s=open(p).read().replace(\"xyw.outputs['Y'],math.tau)\",\"xyw.outputs['Y'],math.tau*12)\")
s=s.replace(\"  if name=='Plaster':\\n\", \"  if name=='Oak':\\n   col=mix(nt,1,mathn(nt,'ADD',mathn(nt,'MULTIPLY',bw.outputs[0],3.2),.05),(*tint,1),'MULTIPLY')\\n  if name=='Plaster':\\n\")
open(p,'w').write(s)
PY
scp gex44:/root/fal-author/medieval-hero-houses-v1/final_5.png gex44:/root/fal-author/medieval-hero-houses-v1/final_4.png gex44:/root/fal-author/medieval-hero-houses-v1/final_2.png gex44:/root/fal-author/medieval-hero-houses-v1/detail_shop_roof.png ." in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 5085ms:
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/bin/bash -lc "sed -n '371,424p;486,553p;555,580p' build_kit.py; ssh gex44 'tail -3 /root/fal-author/medieval-hero-houses-v1/full.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 811ms:
 for i in range(bays):
  a,b=xs[i]+.09,xs[i+1]-.09
  if i%2==0:lbeam(mp,a,z0+.35,a+(b-a)*.35,z0+.65,.062,.135,.15)
  else:lbeam(mp,b,z0+.35,b-(b-a)*.35,z0+.65,.062,.135,.15)
  if rich:
   for s in [-1,1]:lbeam(mp,(a+b)/2,z0+.32,(a+b)/2+s*(b-a)*.28,z0+.62,.083,.07,.085)
 for x in xs:corbel(mp,x,z0,.24)
 return [(a+b)/2 for a,b in zip(xs,xs[1:])]

def quoins(height):
 for sx in [-1,1]:
  for yy in [0,D]:
   for i in range(math.ceil(height/.43)):
    h=min(.416,height-i*.43)
    if h<=0:continue
    a,b=(.46,.25) if i%2 else (.28,.49)
    box((sx*(W/2-a/2),yy+(b/2 if yy==0 else -b/2),i*.43+h/2),(a,b,h),0,.022)

def foundation():
 box((0,D/2,-.69),(W,D,1.62),0,.018)
 # Low plinth course, exact width; soil-contact aging continues below grade.
 for yy in [0,D]:
  for i in range(math.ceil(W/.67)):
   n=math.ceil(W/.67);box((-W/2+(i+.5)*W/n,yy+(.09 if yy==0 else -.09),.13),(W/n-.008,.18,.26),0,.019)
# Roofs use individual clipped plates, not tiled boxes. Slightly concave courses
# follow a settled ridge; every dormer removes the underlying roof region.
def roof_plate(vs,m,tint):
 # Four sided plate, closed solid, 12 triangles; subtly bent upper face.
 lower=[Vector(p)-Vector((0,0,.033)) for p in vs];add(lower+list(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)],m,tint)
def roof(gable,eave,rise,frontjet=0,mat=3,dormers=None,worn=False):
 # Canonical roof: u along ridge, v across slope; transform for street orientation.
 dormers=dormers or []
 span=(W if gable else D+frontjet)/2+.18;length=(D+frontjet if gable else W)+.28
 center=(D-frontjet)/2
 def mp(u,v,z):return (v,center+u,z) if gable else (u,center+v,z)
 def sag(u):return -.12*math.cos(math.pi*u/length)**2
 def zz(u,v):return eave+rise*(1-abs(v)/span)+sag(u)+.032*math.sin(u*1.9+HOUSE)*(abs(v)/span)**3
 # Dormer definition: ridge position u; slope sign s; one or two small gabled lucarnes.
 dw=1.32;df=span*.70;dh=1.65;de=eave+rise*(1-df/span)+1.14;dr=.82
 def hole(u,v,z):
  for du,ss in dormers:
   side=abs(u-du)
   if side<dw/2-.08 and ss*v<df-.06 and ss*v>0:
    dz=de+dr*(1-side/(dw/2+.10))
    if zz(u,v)<dz-.20:return True
  return False
 step=.255 if mat==3 else .285;tw=.37 if mat==3 else .40
 slen=math.hypot(span,rise);rows=math.ceil(slen/step)
 for s in [-1,1]:
  for j in range(rows):
   t=j/rows;v=s*span*(1-t);vnext=s*span*(1-(j+1)/rows)
   # Roof boarding strips behind plates, clipped around dormer openings.
   n=math.ceil(length/tw)
   cuts=[-length/2]+[-length/2+(i+(j%2)*.5)*tw for i in range(1,n+1) if -length/2+(i+(j%2)*.5)*tw<length/2]+[length/2]
    # Pierced quatrefoil and small cusped spandrels at the apex.
    for sx in [-1,1]:
     for sz in [-1,1]:
      cx=sx*.145;cz=eave+rise-1.12+sz*.145
      tube([gm(cx+.155*math.cos(k*math.tau/18),.28,cz+.155*math.sin(k*math.tau/18)) for k in range(19)],.036,1,6,(1,.95,.81))
    lbeam(gm,-.38,eave+rise-1.58,.38,eave+rise-1.58,.24,.065,.095)
   if HOUSE in [1,4,6]:window(gm,0,eave+.48,.70,1.03,stone=HOUSE==4)
 for du,s in dormers:
  for ss in [-1,1]:
   u=du+ss*(dw/2+.06);vback=max(.12,span*(1-(de-eave)/rise))
   vs=[Vector(mp(u-ss*.11,s*(df+.02),zz(u,s*(df+.02))+.027)),Vector(mp(u+ss*.16,s*(df+.02),zz(u,s*(df+.02))+.027)),Vector(mp(u+ss*.16,s*vback,zz(u,s*vback)+.026)),Vector(mp(u-ss*.11,s*vback,zz(u,s*vback)+.026))];roof_plate(vs,6,(.8,.8,.8))
  # Front normal is outward along v. Dormer cheek wedges terminate in main roof.
  dm=lambda x,d,z,du=du,s=s:mp(du+x,s*(df+d),z)
  for side in [-1,1]:
   u=du+side*dw/2;vback=s*max(.15,span*(1-(de-eave)/rise))
   vs=[mp(u-.055,s*df,zz(u,s*df)-.02),mp(u+.055,s*df,zz(u,s*df)-.02),mp(u-.055,s*df,de),mp(u+.055,s*df,de),mp(u-.055,vback,de),mp(u+.055,vback,de)]
   add(vs,[(0,1,3,2),(2,3,5,4),(0,4,5,1),(0,2,4),(1,5,3)],2)
  bottom=de-1.45
  for side in [-1,1]:lbox(dm,side*.60,0,bottom+.71,.18,.20,1.43,1,.016)
  lbox(dm,0,.02,de-.03,1.42,.26,.18,1,.017)
  profile([(-.70,de),(.70,de),(0,de+dr)],(-.12,.05),dm,2)
  wall(dm,1.30,bottom,de,[(-.42,.42,bottom+.12,bottom+1.27)],2,.30)
  window(dm,0,bottom+.12,.84,1.15)
  for side in [-1,1]:lbeam(dm,side*.79,de-.03,0,de+dr+.04,.10,.095,.14)
  # Dormer roof slopes intersect and end at the main roof, including decking.
  for side in [-1,1]:
   for row in range(5):
    xa=side*.79*(1-row/5);xb=side*.79*(1-(row+1)/5)
    for j in range(math.ceil(df/.30)):
     va=df+.16-j*.30;vb=max(0,va-.31)
     z0=de+dr*(1-abs(xa)/.79);z1=de+dr*(1-abs(xb)/.79)
     if (z0+z1)/2<zz(du+(xa+xb)/2,s*(va+vb)/2):continue
     vs=[Vector(mp(du+xa,s*va,z0+.06)),Vector(mp(du+xa,s*vb,z0+.06)),Vector(mp(du+xb,s*vb,z1+.04)),Vector(mp(du+xb,s*va,z1+.04))]
     roof_plate(vs,mat,(.87,.88,.84))
  beam(dm(0,.18,de+dr+.06),mp(du,s*max(0,span*(1-(de+dr-eave)/rise)),de+dr+.06),.10,.12,mat)
 return eave+rise

def chimney(x,y,z,stone=False,tall=2.0):
 m=0 if stone else 8;w=.66;d=.80
 box((x,y,z+tall/2),(w,d,tall),m,.016,tint=(.8,.84,.77))
 # Foot and apron sit across roof slope rather than perched on a tile.
 box((x,y,z+.08),(.84,.98,.16),6,.016)
 for k in range(math.ceil(tall/.24)):
  zz=z+k*.24
  for sy in [-1,1]:
   for j in range(2):box((x+(j-.5)*.33,y+sy*.40,zz+.11),(.315,.04,.216),m,.012,tint=(random.uniform(.75,1),.86,.78))
 for dz,wid in [(tall-.12,.84),(tall,.94)]:box((x,y,z+dz),(wid,1.06,.13),m,.019,tint=(.62,.69,.58))
 for xx in [-.18,.18]:
  n=12;vs=[]
  for zz,r in [(z+tall+.065,.12),(z+tall+.43,.108),(z+tall+.43,.078),(z+tall+.07,.08)]:vs.extend([(x+xx+r*math.cos(i*math.tau/n),y+r*math.sin(i*math.tau/n),zz) for i in range(n)])
  fs=[(j*n+i,j*n+(i+1)%n,(j+1)*n+(i+1)%n,(j+1)*n+i) for j in range(3) for i in range(n)]+[tuple(range(3*n,4*n))];add(vs,fs,3,(.61,.64,.58))

def finial(mp,z):
 for zz,r0,r1,h in [(z,.13,.095,.27),(z+.27,.095,.17,.14),(z+.41,.17,.05,.33),(z+.74,.07,0,.44)]:cyl(mp(0,0,zz),mp(0,0,zz+h),r0,1,8,r1)

def rear(storeys,stone=False):
 mp=back_at();height=3+(storeys-1)*2.6
 holes=[(-.62,.62,.14,2.40)]
 for floor in range(storeys):
  z=1.0 if floor==0 else 3+(floor-1)*2.6+.75
  for u in [-W*.27,W*.27]:holes.append((u-.45,u+.45,z,z+1.20))
 wall(mp,W,.12,height,holes,5 if stone else 2,.30 if stone else .45)
 door(mp,0,1.24,2.26)
 for a,b,c,d in holes[1:]:window(mp,(a+b)/2,c,b-a,d-c,stone,shutters=not stone)
 if not stone:
  for floor in range(1,storeys):
   z=3+(floor-1)*2.6
   for u in [-W/2+.12,0,W/2-.12]:lbeam(mp,u,z,u,z+2.6,.02,.17,.17)
   for s in [-1,1]:lbeam(mp,s*.20,z+.20,s*(W/2-.24),z+.58,.02,.14,.17)

def jetty_returns(storeys,step):
 for floor in range(1,storeys):
  z=3+(floor-1)*2.6;j=floor*step
  for side in [-1,1]:
   mp=lambda u,d,h,side=side,j=j:(side*(W/2+d),-j/2+side*u,h)
   wall(mp,j,z,z+2.6,[],2,.18,exact=True)
   box((side*(W/2-.08),-j/2,z+.08),(.16,j,.19),1,.012)
  box((0,-j/2,z+.035),(W-.08,j,.07),1,.008)

def ashlar(mp,width,z0,z1,holes):
 for row in range(math.ceil((z1-z0)/.38)):
  lo=z0+row*.38;hi=min(z1,lo+.38)
  for a,b in intervals(-width/2,width/2,(lo+hi)/2,[(a-.10,b+.10,c-.04,d+.04) for a,b,c,d in holes]):
   n=max(1,round((b-a)/.58))
   for k in range(n):
    aa=a+(b-a)*k/n;bb=a+(b-a)*(k+1)/n
    lbox(mp,(aa+bb)/2,.018,(lo+hi)/2,bb-aa-.014,.07,hi-lo-.017,0,.012,(random.uniform(.78,1),)*3)

def party_skin(mp,width,height):
 # Continuous plaster-loss boundary, clipped through triangles rather than stair-step cells.
 def field(u,z):
  edge=width/2-abs(u);n=noise(Vector((u*1.45,HOUSE*.71,z*1.16)))
  base=1.02+.64*noise(Vector((u*.71,HOUSE,.3)))+.20*noise(Vector((u*2.7,HOUSE,1)))
  return min(z-base,edge-(.48+.24*math.sin(z*1.7)+.32*n+.55*math.exp(-z*.33)))
BUILD_COMPLETE

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/bin/bash -lc 'scp gex44:/root/fal-author/medieval-hero-houses-v1/final_6.png .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 1181ms:
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/bin/bash -lc "sed -n '421,443p;329,361p' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
 def top(x):
  t=abs(x)/r
  return spring+rise*((1-t)**.68 if pointed else math.sqrt(max(0,1-t*t)))
 samples=24
 for ss in [-1,1]:
  for j in range(max(3,round((spring-base)/.38))):
   n=max(3,round((spring-base)/.38));lbox(mp,u+ss*(r+.15),.025,base+(j+.5)*(spring-base)/n,.30,.34,(spring-base)/n-.013,0,.02)
 for j in range(samples):
  a=-r+2*r*j/samples+.007;b=-r+2*r*(j+1)/samples-.007;za=top(a);zb=top(b)
  # ring rises vertically at crown; near the spring it broadens horizontally.
  oa=a*(1+.27/r);ob=b*(1+.27/r)
  profile([(u+a,za),(u+b,zb),(u+ob,zb+.27),(u+oa,za+.27)],(-.15,.19),mp,0,(random.uniform(.79,1),)*3)
 # Fill the spandrels between rectangular wall cut and arch in matching masonry.
 for j in range(samples):
  a=-r+2*r*j/samples;b=-r+2*r*(j+1)/samples
  profile([(u+a,top(a)),(u+b,top(b)),(u+b,spring+rise+.02),(u+a,spring+rise+.02)],(-.18,-.005),mp,0)
 if oven:return spring+rise
 if not shop or HOUSE==1:
  n=round(w/.17)
  for j in range(n):
   a=-r+w*j/n+.005;b=-r+w*(j+1)/n-.005
   profile([(u+a,base),(u+b,base),(u+b,top(b)-.03),(u+a,top(a)-.03)],(-.26,-.16),mp,1,(1,.9,.77))
  for zz in [base+.38,spring-.25]:
   lbox(mp,u,-.105,zz,w*.93,.045,.065,6,.008)
   for j in range(9):cyl(mp(u-w*.43+j*w*.1075,-.078,zz),mp(u-w*.43+j*w*.1075,-.052,zz),.021,6,6)
  for ss in [-1,1]:tube([mp(u+ss*.18+.064*math.sin(t*math.tau/12),-.085,1.05+.09*math.cos(t*math.tau/12)) for t in range(13)],.018,6,6)
 else:
  for j in range(round(w/.20)):lbox(mp,u-w/2+(j+.5)*w/round(w/.20),-.24,.66,w/round(w/.20)-.008,.10,.92,1,.01)
  lbox(mp,u,.14,.98,w+.20,.55,.16,0,.02)
 return spring+rise

def corbel(mp,u,z,projection=.30,stone=False):
 # Carved concave console: top bears the jetty, lower heel keys into the wall.
   t=j/rows;v=s*span*(1-t);vnext=s*span*(1-(j+1)/rows)
   # Roof boarding strips behind plates, clipped around dormer openings.
   n=math.ceil(length/tw)
   cuts=[-length/2]+[-length/2+(i+(j%2)*.5)*tw for i in range(1,n+1) if -length/2+(i+(j%2)*.5)*tw<length/2]+[length/2]
   for a,b in zip(cuts,cuts[1:]):
    u=(a+b)/2;vc=(v+vnext)/2
    if hole(u,vc,zz(u,vc)):continue
    va=v;vb=vnext-s*.052
    tintv=random.uniform(.77,1.0);tint=(tintv,tintv*random.uniform(.95,1),tintv*random.uniform(.91,1))
    # Local moss follows low courses and leeward damp strips.
    moss=max(0,noise(Vector((u*.73,vc*.6,HOUSE+3)))-.04)*(1.8 if j<rows*.35 else .52)
    tint=(tint[0]*(1-.48*moss),min(1.0,tint[1]*(1+.18*moss)),tint[2]*(1-.80*moss))
    missing=worn and s==-1 and ((j==7 and 2<a<2.6) or (j==12 and -2.5<a<-1.9))
    if missing:
     for k in range(2):beam(mp(a,va,zz(a,va)-.10-k*.03),mp(b,va,zz(b,va)-.10-k*.03),.045,.06,1)
     continue
    lift=random.uniform(-.009,.009)
    chip=random.uniform(.0,.026);coords=[(a+.005,va-s*chip),(b-.005,va+s*random.uniform(-.018,.018)),(b-.005,vb),(a+.005,vb)]
    vs=[Vector(mp(uu,vv,zz(uu,vv)+.045+lift-(.012 if k>=2 else 0))) for k,(uu,vv) in enumerate(coords)]
    roof_plate(vs,mat,tint)
  # Eave fascia, slightly irregular segmented run, and each exposed rafter tail.
  for j in range(math.ceil(length/.70)):
   a=-length/2+j*length/math.ceil(length/.70);b=-length/2+(j+1)*length/math.ceil(length/.70)

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/bin/bash -lc "rg -n '\\.33|lead|def window' build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
279:def window(mp,u,z,w=1.12,h=1.46,stone=False,shutters=False,rich=False):
287: # Diamond lead cames, clipped to each rectangular aperture.
290:   b=k*(.33 if mp(0,0,0)[1]>D-.1 else .235)
305:  lbox(mp,u,.10,z-.39,w+.23,.17,.33,1,.016)
484:     tube([gm(x,.33,z) for x,z in pairs],.025,1,6,(1,.92,.78))
531:   for j in range(2):box((x+(j-.5)*.33,y+sy*.40,zz+.11),(.315,.04,.216),m,.012,tint=(random.uniform(.75,1),.86,.78))
539: for zz,r0,r1,h in [(z,.13,.095,.27),(z+.27,.095,.17,.14),(z+.41,.17,.05,.33),(z+.74,.07,0,.44)]:cyl(mp(0,0,zz),mp(0,0,zz+h),r0,1,8,r1)
580:  return min(z-base,edge-(.48+.24*math.sin(z*1.7)+.32*n+.55*math.exp(-z*.33)))
715:  profile([(-.29,4.12),(-.33,4.30),(-.15,4.22),(0,4.36),(.15,4.22),(.33,4.30),(.29,4.12)],(dd,dd+side*.005),sm,2,(1,.76,.24))
750:  for k in range(2):lbox(mp,u,.35+k*.33,.055+(1-k)*.08,w+.1,.56+k*.38,.11+(1-k)*.16,0,.024)
759: begin_house(4);mp=front_at();holes=[(-1.76,-.54,.14,2.52),(.45,1.40,1.03,2.33)]
761:  for x in [-1.13,1.13]:holes.append((x-.46,x+.46,z,z+1.33))
782:   x=-1.32+i*.33;roof_plate([Vector(mp(x,d,z)),Vector(mp(x+.324,d,z)),Vector(mp(x+.324,d-.25,z+.081)),Vector(mp(x,d-.25,z+.081))],4,(.85,.90,.85))
894: bpy.ops.mesh.primitive_plane_add(size=240,location=(30,0,-.025));floor=bpy.context.object;floor.name='STUDIO_GROUND';mat=bpy.data.materials.new('STUDIO_GROUND');mat.diffuse_color=(.30,.325,.33,1);floor.data.materials.append(mat)

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/bin/bash -lc "python3 - <<'PY'
p='build_kit.py';s=open(p).read().replace('side<dw/2-.08','side<dw/2-.24').replace(\"(.33 if mp(0,0,0)[1]>D-.1\", \"(.37 if mp(0,0,0)[1]>D-.1\")
s=s.replace(' samples=24\\n for ss', ' samples=10 if oven else 24\\n for ss')
s=s.replace('for k in range(30):box((x+.015', 'for k in range(32):box((x+.015')
s=s.replace('wall(fm,W,z,z+2.6,holes,2,.34);framing(fm,W,z,z+2.6,3)', 'wall(fm,W,z,z+2.6,holes,2,.34)\\n for h in [z+.12,z+2.53]:lbox(fm,0,.04,h,W,.20,.21,1,.014)\\n for x in [-2.84,0,2.84]:lbeam(fm,x,z+.15,x,z+2.51,.05,.18,.20)')
s=s.replace('primitive_plane_add(size=240,location=(30,0,-.025))','primitive_plane_add(size=1000,location=(30,0,-.025))')
open(p,'w').write(s)
PY
scp build_kit.py gex44:/root/fal-author/medieval-hero-houses-v1/build_kit.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 1223ms:
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/bin/bash -lc "ssh gex44 'rm -f /root/fal-author/medieval-hero-houses-v1/baked/Oak_Normal.jpg && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/build_kit.py -- --count 6 --checks > /root/fal-author/medieval-hero-houses-v1/final-build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc "python3 - <<'PY'
import json,struct
b=open('medieval-hero-houses.glb','rb').read();n=struct.unpack_from('<I',b,12)[0];g=json.loads(b[20:20+n]);print('Roots:');print([g['nodes'][i] for i in g['scenes'][0]['nodes']]);print('First mesh node:');print(next(n for n in g['nodes'] if 'mesh' in n));print('Materials:',len(g['materials']));print('extensions',g.get('extensionsUsed'));print('audit:', {k:v for k,v in json.load(open('audit.json')).items() if k not in ['primitives','rows']})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
Roots:
[{'children': [0, 1, 2, 3, 4, 5, 6, 7, 8, 9], 'name': 'House_bakery', 'translation': [70, 0, 0]}, {'children': [11, 12, 13, 14, 15, 16, 17, 18, 19], 'name': 'House_joiner', 'translation': [42, 0, 0]}, {'children': [21, 22, 23, 24, 25, 26, 27, 28, 29], 'name': 'House_merchant'}, {'children': [31, 32, 33, 34, 35, 36, 37, 38, 39, 40], 'name': 'House_shop', 'translation': [14, 0, 0]}, {'children': [42, 43, 44, 45, 46, 47, 48, 49, 50, 51], 'name': 'House_tavern', 'translation': [28, 0, 0]}, {'children': [53, 54, 55, 56, 57, 58, 59, 60, 61], 'name': 'House_tower', 'translation': [56, 0, 0]}]
First mesh node:
{'mesh': 0, 'name': 'House_bakery_Brick'}
Materials: 9
extensions None
audit: {'file': 'medieval-hero-houses.glb', 'sha256': '5234b10c1e29af49cf893fe865703689a79635083e2159c2438a613a457641e6', 'bytes': 24427816, 'primitive_count': 45, 'material_count': 9, 'embedded_images': 27, 'external_uris': [], 'duplicate_primitives': [], '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': 285988, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0, 'findings': []}

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/bin/bash -lc 'node qa/capture.cjs' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
codex
The GLB passes the structural audit: no degenerate triangles, invalid numeric attributes, or external asset references. The final render pass includes the oak-grain correction and fixes to the dormer edges and bakery oven mouth. Next I’ll check the exported file in Three.js and compare the final images with the references.
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/bin/bash -lc "python3 - <<'PY'
p='qa/index.html';s=open(p).read().replace('const roots=[...gltf.scene.children];','const roots=[...gltf.scene.children].sort((a,b)=>a.position.x-b.position.x);');open(p,'w').write(s)
PY
ssh gex44 'tail -4 /root/fal-author/medieval-hero-houses-v1/final-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 823ms:
  sc.world.use_nodes=True;bg=sc.world.node_tree.nodes.get('Background');bg.inputs[0].default_value=(.72,.78,.86,1);bg.inputs[1].default_value=.55
00:13.913  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_1.png'
00:21.067  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/detail_merchant.png'
00:27.836  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_1.png'

 exited 1 in 28122ms:
{"roots":6,"materials":9,"render":{"calls":46,"triangles":285990,"geometries":46,"textures":28},"errors":["Root order/name House_bakery","Root order/name House_joiner","Root order/name House_merchant","Root order/name House_shop","Root order/name House_tavern","Root order/name House_tower"]}

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/bin/bash -lc "scp gex44:/root/fal-author/medieval-hero-houses-v1/detail_merchant.png gex44:/root/fal-author/medieval-hero-houses-v1/final_1.png .; ssh gex44 'ls -l /root/fal-author/medieval-hero-houses-v1/medieval-hero-houses.glb'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 3429ms:
-rw-r--r-- 1 root root 24507856 Oct  9 00:09 /root/fal-author/medieval-hero-houses-v1/medieval-hero-houses.glb

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/bin/bash -lc "ssh gex44 'cat /root/fal-author/medieval-hero-houses-v1/NOTES.md; tail -3 /root/fal-author/medieval-hero-houses-v1/final-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 784ms:
Late-medieval French kit: 6 houses; exact frontage/depth, metre units, +Y up / +Z front; origins at front-wall centre; 1.5 m foundations.
285,424 triangles; 24,507,856 GLB bytes; 9 shared PBR materials; COLOR_0 multiplies baked base colour.
Poly Haven CC0 texture ids: medieval_red_brick, metal_plate_02, rock_wall_09, roof_tiles_14, slate_floor_03, wooden_planks, worn_plaster_wall, worn_rock_natural_01; https://polyhaven.com/license; sources dl.polyhaven.org, jpg/1k.
Cycles shared tileable swatch bakes: base/normal <=1024, packed ORM 512; registered 2 m UVs; periodic patina nodes; spatial vertex grime, moss, beam contact shading and plaster/tile tints.
Build: Blender 5.2 -b --python-exit-code 1 --python build_kit.py; -- --count N for incremental order 1,2,3,5,4,6; scans/bakes cached beside script; every completed house exports atomically.
Deliverable GLB is reimported for Cycles hero/clay/lineup renders; dark recessed rooms are closed; rear facades authored; structural audit and visual review recorded separately.
00:55.166  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_3.png'
01:02.020  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_3.png'
01:08.793  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_5.png'

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/bin/bash -lc "sed -n '838,891p' build_kit.py; rg --files | head -45" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
  ob=bpy.data.objects.new(name,None);bpy.context.collection.objects.link(ob);ob.parent=root;ob.location=pos;ob['socket_name']=name;obs.append(ob)
 bpy.context.view_layer.update()
 pts=[Vector(v.co) for o in obs if o.type=='MESH' for v in o.data.vertices]
 def yup(p):return (p.x,p.z,-p.y)
 ps=[yup(p) for p in pts];tris=sum(len(o.data.polygons) for o in obs if o.type=='MESH')
 META[root.name]={'house':num,'width':W,'depth':D,'storeys':SIZES[num][2], 'triangles':tris,'bounding_box':{'min':[round(min(p[i] for p in ps),5) for i in range(3)],'max':[round(max(p[i] for p in ps),5) for i in range(3)]},'root_translation':[14*slot,0,0], 'Entrance':list(yup(Vector(entrancepos))),'Door':list(yup(Vector(doorpos)))}
 ROOTS.append(root);EXPORT_OBS.extend([root]+obs)
 print('HOUSE_COMPLETE',num,tris,flush=True)

def export_kit():
 bpy.ops.object.select_all(action='DESELECT')
 for o in EXPORT_OBS:o.select_set(True)
 tmp=ROOT/'medieval-hero-houses.candidate.glb'
 bpy.ops.export_scene.gltf(filepath=str(tmp),export_format='GLB',use_selection=True,export_apply=True,export_yup=True,export_image_format='JPEG',export_jpeg_quality=90,export_texcoords=True,export_normals=True,export_vertex_color='ACTIVE',export_materials='EXPORT',export_cameras=False,export_lights=False)
 # glTF node names need not be globally unique. Blender does: normalize socket names in JSON chunk.
 import struct
 data=tmp.read_bytes();jlen,jtyp=struct.unpack_from('<II',data,12);doc=json.loads(data[20:20+jlen]);tail=data[20+jlen:]
 for nd in doc['nodes']:
  if nd.get('name','').split('.')[0] in ['Entrance','Door']:nd['name']=nd['name'].split('.')[0]
 # COLOR_0 is authored as bytes; Blender exports it as ushort. Repack to core glTF
 # normalized UBYTE (no compression extension or decoder dependency required).
 oldbin=tail[8:];replacements={}
 for mesh in doc['meshes']:
  for primitive in mesh['primitives']:
   ai=primitive['attributes'].get('COLOR_0')
   if ai is None:continue
   acc=doc['accessors'][ai]
   if acc['componentType']!=5123:continue
   vi=acc['bufferView'];view=doc['bufferViews'][vi];off=view.get('byteOffset',0)+acc.get('byteOffset',0)
   ar=np.frombuffer(oldbin,dtype='<u2',count=acc['count']*4,offset=off)
   replacements[vi]=np.rint(ar.astype(np.float32)/257).astype(np.uint8).tobytes();acc['componentType']=5121;acc['byteOffset']=0;acc['normalized']=True
 newbin=bytearray()
 for vi,view in enumerate(doc['bufferViews']):
  chunk=replacements.get(vi,oldbin[view.get('byteOffset',0):view.get('byteOffset',0)+view['byteLength']])
  newbin.extend(b'\0'*((-len(newbin))%4));view['byteOffset']=len(newbin);view['byteLength']=len(chunk)
  if vi in replacements:view.pop('byteStride',None)
  newbin.extend(chunk)
 newbin.extend(b'\0'*((-len(newbin))%4));doc['buffers'][0]['byteLength']=len(newbin);tail=struct.pack('<II',len(newbin),0x004e4942)+newbin

 jb=json.dumps(doc,separators=(',',':')).encode();jb+=b' '*((-len(jb))%4);out=struct.pack('<4sII',b'glTF',2,20+len(jb)+len(tail))+struct.pack('<II',len(jb),0x4e4f534a)+jb+tail
 assert len(out)<=25000000,('GLB too large',len(out))
 assert sum(d['triangles'] for d in META.values())<=350000
 tmp.write_bytes(out);tmp.replace(ROOT/'medieval-hero-houses.glb')
 (ROOT/'nodes.json').write_text(json.dumps(META,indent=2))
 print('EXPORTED',len(ROOTS),'houses',sum(d['triangles'] for d in META.values()),'triangles',len(out),'bytes',flush=True)
 assert len(out)<=25000000,('GLB too large',len(out))
 assert sum(d['triangles'] for d in META.values())<=350000
 notes=[f'Late-medieval French kit: {len(ROOTS)} houses; exact frontage/depth, metre units, +Y up / +Z front; origins at front-wall centre; 1.5 m foundations.',f'{sum(d["triangles"] for d in META.values()):,} triangles; {len(out):,} GLB bytes; {len(CONFIG)} shared PBR materials; COLOR_0 multiplies baked base colour.', 'Poly Haven CC0 texture ids: '+', '.join(sorted(set(c[1] for c in CONFIG)))+'; https://polyhaven.com/license; sources dl.polyhaven.org, jpg/1k.', 'Cycles shared tileable swatch bakes: base/normal <=1024, packed ORM 512; registered 2 m UVs; periodic patina nodes; spatial vertex grime, moss, beam contact shading and plaster/tile tints.', 'Build: Blender 5.2 -b --python-exit-code 1 --python build_kit.py; -- --count N for incremental order 1,2,3,5,4,6; scans/bakes cached beside script; every completed house exports atomically.', 'Deliverable GLB is reimported for Cycles hero/clay/lineup renders; dark recessed rooms are closed; rear facades authored; structural audit and visual review recorded separately.']
 (ROOT/'NOTES.md').write_text('\n'.join(notes)+'\n')

def studio():
 # Reimport delivered glTF: validation images show portable exported materials.
 bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
 if bpy.data.node_groups.get('glTF Material Output'):bpy.data.node_groups['glTF Material Output'].name='Baked AO source settings'
preflight2.log
tower.log
qa/runtime_merchant.png
qa/tile_baked.jpg
qa/runtime_House_tower.png
qa/wood.jpg
qa/plaster_normal.jpg
qa/roof_tiles_14.png
started.txt
revision1.log
merchant.log
wooden_planks_diff_1k.jpg
REVIEW_SCOPE.md
nb_b.log
audit.json
nodes.json
PROMPT.txt
qa/index.html
qa/tile_normal.jpg
qa/runtime-check.json
qa/clay.png
qa/runtime_House_merchant.png
qa/capture.cjs
qa/roof_tiles_14_diff.jpg
qa/server.log
qa/runtime_House_tavern.png
qa/runtime_merchant_maps_off.png
qa/oak_normal.jpg
qa/runtime_House_joiner.png
qa/runtime_House_shop.png
qa/runtime_lineup.png
qa/runtime.log
qa/runtime_House_bakery.png
qa/red_slate.png
qa/oak_baked.jpg
sheet_c.jpg
preflight.log
audit_first.json
sheet_b.jpg
revision3.log
build_kit.py
build_kit_r2.py
build_kit_r0.py
nb_c.log
provenance.jsonl

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/bin/bash -lc "python3 - <<'PY'
p='build_kit.py';s=open(p).read();s=s.replace(\" assert sum(d['triangles'] for d in META.values())<=350000\\n tmp.write_bytes\", \" assert sum(d['triangles'] for d in META.values())<=350000\\n assert all(30000<=d['triangles']<=70000 for d in META.values()),'Per-house triangle budget'\\n tmp.write_bytes\");open(p,'w').write(s)
PY
ssh gex44 'tail -4 /root/fal-author/medieval-hero-houses-v1/final-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 708ms:
01:22.304  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_4.png'
01:29.012  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_4.png'
01:35.863  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/final_6.png'
01:42.719  render           | Saved: '/root/fal-author/medieval-hero-houses-v1/rear_6.png'

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/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/qa/validate.py
diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

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/bin/bash -lc 'scp build_kit.py gex44:/root/fal-author/medieval-hero-houses-v1/build_kit.py' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/medieval-hero-houses-v1/build_kit.py -- --no-render > /root/fal-author/medieval-hero-houses-v1/rebuild-check.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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/bin/bash -lc "scp 'gex44:/root/fal-author/medieval-hero-houses-v1/final_*.png' 'gex44:/root/fal-author/medieval-hero-houses-v1/rear_*.png' 'gex44:/root/fal-author/medieval-hero-houses-v1/detail_*.png' gex44:/root/fal-author/medieval-hero-houses-v1/lineup.png gex44:/root/fal-author/medieval-hero-houses-v1/clay_lineup.png ." in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

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 succeeded in 13431ms:
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diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

codex
The final images are going through an independent review. I’m also rebuilding from an empty Blender scene and checking placement, foundations, door sockets, texture sizes, and per-house budgets against the delivered GLB.
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/bin/bash -lc "ssh gex44 'tail -4 /root/fal-author/medieval-hero-houses-v1/rebuild-check.log'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 676ms:
BUILD_COMPLETE
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

Blender quit

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/bin/bash -lc "cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md | sed -n '18,31p'" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
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

diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

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/bin/bash -lc 'scp gex44:/root/fal-author/medieval-hero-houses-v1/medieval-hero-houses.glb gex44:/root/fal-author/medieval-hero-houses-v1/nodes.json gex44:/root/fal-author/medieval-hero-houses-v1/NOTES.md gex44:/root/fal-author/medieval-hero-houses-v1/final-build.log gex44:/root/fal-author/medieval-hero-houses-v1/rebuild-check.log .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

 succeeded in 12248ms:
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/bin/bash -lc 'python3 qa/validate.py' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 exited 1 in 734ms:
Traceback (most recent call last):
  File "/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/qa/validate.py", line 55, in <module>
    for s in sockets:assert np.allclose(sockets[s],d[s])
                            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AssertionError

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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py medieval-hero-houses.glb --strict > audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 242ms:
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/bin/bash -lc 'node qa/capture.cjs' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
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exec
/bin/bash -lc 'scp -r gex44:/root/fal-author/medieval-hero-houses-v1/baked .' in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

 succeeded in 7927ms:
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/bin/bash -lc "python3 - <<'PY'
import json,struct
b=open('medieval-hero-houses.glb','rb').read();g=json.loads(b[20:20+struct.unpack_from('<I',b,12)[0]]);m=json.load(open('nodes.json'))
for i in g['scenes'][0]['nodes']:
 r=g['nodes'][i]
 for j in r['children']:
  n=g['nodes'][j]
  if 'mesh' not in n:print(r['name'],n['name'],n.get('translation'),m[r['name']][n['name']])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
House_bakery Door [0.125, 0.11999999731779099, -0.20000000298023224] [0.125, 0.11999999731779099, -0.20000000298023224]
House_bakery Entrance [0.125, 0, 0.6000000238418579] [0.125, 0.0, 0.6000000238418579]
House_joiner Door [1.9000015258789062, 0.14000000059604645, 0] [1.899999976158142, 0.14000000059604645, -0.0]
House_joiner Entrance [1.9000015258789062, 0, 0.800000011920929] [1.899999976158142, 0.0, 0.800000011920929]
House_merchant Door [-2.5, 0.14000000059604645, -0.1599999964237213] [-2.5, 0.14000000059604645, -0.1599999964237213]
House_merchant Entrance [-2.5, 0, 0.6399999856948853] [-2.5, 0.0, 0.6399999856948853]
House_shop Door [-2.1000003814697266, 0.11999999731779099, -0.20000000298023224] [-2.0999999046325684, 0.11999999731779099, -0.20000000298023224]
House_shop Entrance [-2.1000003814697266, 0, 0.6000000238418579] [-2.0999999046325684, 0.0, 0.6000000238418579]
House_tavern Door [0.049999237060546875, 0.11999999731779099, -0.20000000298023224] [0.05000000074505806, 0.11999999731779099, -0.20000000298023224]
House_tavern Entrance [0.049999237060546875, 0, 0.6000000238418579] [0.05000000074505806, 0.0, 0.6000000238418579]
House_tower Door [-1.1500015258789062, 0.11999999731779099, -0.20000000298023224] [-1.149999976158142, 0.11999999731779099, -0.20000000298023224]
House_tower Entrance [-1.1500015258789062, 0, 0.6000000238418579] [-1.149999976158142, 0.0, 0.6000000238418579]

diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

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/bin/bash -lc "python3 - <<'PY'
p='qa/validate.py';s=open(p).read().replace('np.allclose(sockets[s],d[s])','np.allclose(sockets[s],d[s],atol=1e-5)');open(p,'w').write(s)
PY
python3 qa/validate.py" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 738ms:
{"status": "PASS", "sha256": "e0ec607785225e9da6f39a2017c8a05228ac099868770e1c19b40712b3030128", "bytes": 24507856, "triangles": 285424, "materials": 9, "scope": "GLB numeric and placement contract; not a visual-quality verdict."}

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exec
/bin/bash -lc "python3 - <<'PY'
import json
m=json.load(open('nodes.json')); print({k:v['triangles'] for k,v in m.items()})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
{'House_merchant': 69990, 'House_shop': 41248, 'House_tavern': 58212, 'House_joiner': 33380, 'House_tower': 45780, 'House_bakery': 36814}

diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

 succeeded in 29591ms:
{"roots":6,"materials":9,"render":{"calls":46,"triangles":285426,"geometries":46,"textures":28},"errors":[]}

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diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

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/bin/bash -lc "rg -n 'critic|cap|REVISE' /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
36:| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
456:- **Re-verify the capture isn't stale**: if the render/dev surface can
457:  hot-reload mid-capture, re-check the expected state is actually showing
480:`reference/critic-loop.md` is distilled from the same repository's asset agent flow.

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
from PIL import Image
p=Path('.')
for f in ['lineup.png','clay_lineup.png']+[f'final_{i}.png' for i in range(1,7)]: print(f,Image.open(p/f).size)
print('NOTES lines',len((p/'NOTES.md').read_text().splitlines()))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 84ms:
lineup.png (1920, 1080)
clay_lineup.png (1920, 1080)
final_1.png (1920, 1080)
final_2.png (1920, 1080)
final_3.png (1920, 1080)
final_4.png (1920, 1080)
final_5.png (1920, 1080)
final_6.png (1920, 1080)
NOTES lines 6

diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

codex
The final GLB passes the budget and placement checks, but the visual review still finds issues: some dormer bases intersect the roof tiles, and wall ageing remains more uniform than the references. I’ll record those as unresolved rather than label the kit visually approved.
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diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

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diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

codex
The exported GLB also loads successfully in Three.js, and I’ve checked its runtime screenshots. All six houses fit the geometry and file budgets. The final visual review remains “revise”: dormer sill intersections, overly uniform wall ageing, and transverse texture seams on some wooden doors remain unresolved. I’m saving those findings with the delivery checks.
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exec
/bin/bash -lc "cat NOTES.md; cat qa/runtime-check.json; sed -n '15,38p' /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
Late-medieval French kit: 6 houses; exact frontage/depth, metre units, +Y up / +Z front; origins at front-wall centre; 1.5 m foundations.
285,424 triangles; 24,507,856 GLB bytes; 9 shared PBR materials; COLOR_0 multiplies baked base colour.
Poly Haven CC0 texture ids: medieval_red_brick, metal_plate_02, rock_wall_09, roof_tiles_14, slate_floor_03, wooden_planks, worn_plaster_wall, worn_rock_natural_01; https://polyhaven.com/license; sources dl.polyhaven.org, jpg/1k.
Cycles shared tileable swatch bakes: base/normal <=1024, packed ORM 512; registered 2 m UVs; periodic patina nodes; spatial vertex grime, moss, beam contact shading and plaster/tile tints.
Build: Blender 5.2 -b --python-exit-code 1 --python build_kit.py; -- --count N for incremental order 1,2,3,5,4,6; scans/bakes cached beside script; every completed house exports atomically.
Deliverable GLB is reimported for Cycles hero/clay/lineup renders; dark recessed rooms are closed; rear facades authored; structural audit and visual review recorded separately.
{
  "roots": [
    {
      "name": "House_merchant",
      "triangles": 69990,
      "vertices": 135498,
      "primitives": 7,
      "bounds": {
        "min": [
          -4.244999885559082,
          -1.5,
          -10.859999656677246
        ],
        "max": [
          4.244999885559082,
          16.489999771118164,
          1.1999999284744263
        ]
      },
      "sockets": [
        {
          "name": "Door_2",
          "position": [
            -2.5,
            0.14000000059604645,
            -0.1599999964237213
          ]
        },
        {
          "name": "Entrance_2",
          "position": [
            -2.5,
            0,
            0.6399999856948853
          ]
        }
      ]
    },
    {
      "name": "House_shop",
      "triangles": 41248,
      "vertices": 82835,
      "primitives": 8,
      "bounds": {
        "min": [
          -3.200000047683716,
          -1.5,
          -9.859999656677246
        ],
        "max": [
          3.200000047683716,
          13.289999961853027,
          1.2999999523162842
        ]
      },
      "sockets": [
        {
          "name": "Door_3",
          "position": [
            -2.1000003814697266,
            0.11999999731779099,
            -0.20000000298023224
          ]
        },
        {
          "name": "Entrance_3",
          "position": [
            -2.1000003814697266,
            0,
            0.6000000238418579
          ]
        }
      ]
    },
    {
      "name": "House_tavern",
      "triangles": 58212,
      "vertices": 115324,
      "primitives": 8,
      "bounds": {
        "min": [
          -5.199999809265137,
          -1.5,
          -10.859999656677246
        ],
        "max": [
          5.199999809265137,
          13.180000305175781,
          1.679999828338623
        ]
      },
      "sockets": [
        {
          "name": "Door_4",
          "position": [
            0.049999237060546875,
            0.11999999731779099,
            -0.20000000298023224
          ]
        },
        {
          "name": "Entrance_4",
          "position": [
            0.049999237060546875,
            0,
            0.6000000238418579
          ]
        }
      ]
    },
    {
      "name": "House_joiner",
      "triangles": 33380,
      "vertices": 68723,
      "primitives": 7,
      "bounds": {
        "min": [
          -3.700000047683716,
          -1.5,
          -9.859999656677246
        ],
        "max": [
          3.700000047683716,
          8.839126586914062,
          1.2164137363433838
        ]
      },
      "sockets": [
        {
          "name": "Door_1",
          "position": [
            1.9000015258789062,
            0.14000000059604645,
            0
          ]
        },
        {
          "name": "Entrance_1",
          "position": [
            1.9000015258789062,
            0,
            0.800000011920929
          ]
        }
      ]
    },
    {
      "name": "House_tower",
      "triangles": 45780,
      "vertices": 87185,
      "primitives": 7,
      "bounds": {
        "min": [
          -2.7459287643432617,
          -1.5,
          -8.859999656677246
        ],
        "max": [
          2.7459287643432617,
          15.640000343322754,
          1.2400000095367432
        ]
      },
      "sockets": [
        {
          "name": "Door_5",
          "position": [
            -1.1500015258789062,
            0.11999999731779099,
            -0.20000000298023224
          ]
        },
        {
          "name": "Entrance_5",
          "position": [
            -1.1500015258789062,
            0,
            0.6000000238418579
          ]
        }
      ]
    },
    {
      "name": "House_bakery",
      "triangles": 36814,
      "vertices": 75697,
      "primitives": 8,
      "bounds": {
        "min": [
          -3.245000123977661,
          -1.5,
          -9.859999656677246
        ],
        "max": [
          3.245000123977661,
          10.510000228881836,
          1.6299999952316284
        ]
      },
      "sockets": [
        {
          "name": "Door",
          "position": [
            0.125,
            0.11999999731779099,
            -0.20000000298023224
          ]
        },
        {
          "name": "Entrance",
          "position": [
            0.125,
            0,
            0.6000000238418579
          ]
        }
      ]
    }
  ],
  "errors": [],
  "materials": 9,
  "textureSources": 27,
  "textureGpuRGBAWithMips": 96468991.99999997,
  "textureDimensions": [
    [
      512,
      512
    ],
    [
      512,
      512
    ],
    [
      512,
      512
    ],
    [
      1024,
      1024
    ],
    [
      1024,
      1024
    ],
    [
      512,
      512
    ],
    [
      512,
      512
    ],
    [
      512,
      512
    ],
    [
      512,
      512
    ],
    [
      1024,
      1024
    ],
    [
      1024,
      1024
    ],
    [
      512,
      512
    ],
    [
      1024,
      1024
    ],
    [
      1024,
      1024
    ],
    [
      512,
      512
    ],
    [
      1024,
      1024
    ],
    [
      1024,
      1024
    ],
    [
      512,
      512
    ],
    [
      1024,
      1024
    ],
    [
      1024,
      1024
    ],
    [
      512,
      512
    ],
    [
      1024,
      1024
    ],
    [
      1024,
      1024
    ],
    [
      512,
      512
    ],
    [
      1024,
      1024
    ],
    [
      1024,
      1024
    ],
    [
      512,
      512
    ]
  ],
  "render": {
    "calls": 46,
    "triangles": 285426,
    "geometries": 46,
    "textures": 28
  },
  "loaded": true
}| 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.

diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

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exec
/bin/bash -lc "python3 - <<'PY'
import json,hashlib,pathlib
p=pathlib.Path('.')
review={'verdict':'REVISE','revision':3,'critic_pass':2,'revision_cap':3,'reference_quality_achieved':False,'findings':[{'id':'MC-05','issue':'Wall weathering remains evenly mottled, with polygonal plaster-loss boundaries; insufficient localized runoff and base dampness.','evidence':'final_1.png'},{'id':'MC-06','issue':'Shop dormer roof tiles intersect bottom glazing; lower sill junction incomplete.','evidence':'detail_shop_roof.png'},{'id':'MC-03','issue':'Transverse scan seams create a grid across some vertical door and shutter planks.','evidence':['final_1.png','final_3.png','detail_merchant.png']}],'closed':['MC-01 curved merchant gable','MC-02 shuttered shop readability','MC-04 roof variation and shading','joiner window intersection','tower oriel interference','bakery oven cavity'],'runtime_review':'Export loaded and screenshots inspected in standalone Three.js; not integrated into Forge procedural town runtime.','cap_rule':'No unattended improvement loop past the cap.'}
(p/'qa/visual-review.json').write_text(json.dumps(review,indent=2)+'\\n')
b=(p/'medieval-hero-houses.glb').read_bytes()
d={'file':'medieval-hero-houses.glb','sha256':hashlib.sha256(b).hexdigest(),'bytes':len(b),'houses':6,'triangles':285424,'shared_materials':9,'strict_structural_audit':'PASS','contract_checks':'PASS','clean_scene_rebuild':'PASS','standalone_threejs_load':'PASS','forge_game_integration':'NOT_TESTED','visual_review':'REVISE','evidence':['audit.json','qa/contract-check.json','rebuild-check.log','qa/runtime-check.json','qa/visual-review.json'],'requested_images':[f'final_{i}.png' for i in range(1,7)]+['lineup.png','clay_lineup.png']}
(p/'qa/delivery-check.json').write_text(json.dumps(d,indent=2)+'\\n')
print(json.dumps(d,indent=2))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1
 succeeded in 0ms:
{
  "file": "medieval-hero-houses.glb",
  "sha256": "e0ec607785225e9da6f39a2017c8a05228ac099868770e1c19b40712b3030128",
  "bytes": 24507856,
  "houses": 6,
  "triangles": 285424,
  "shared_materials": 9,
  "strict_structural_audit": "PASS",
  "contract_checks": "PASS",
  "clean_scene_rebuild": "PASS",
  "standalone_threejs_load": "PASS",
  "forge_game_integration": "NOT_TESTED",
  "visual_review": "REVISE",
  "evidence": [
    "audit.json",
    "qa/contract-check.json",
    "rebuild-check.log",
    "qa/runtime-check.json",
    "qa/visual-review.json"
  ],
  "requested_images": [
    "final_1.png",
    "final_2.png",
    "final_3.png",
    "final_4.png",
    "final_5.png",
    "final_6.png",
    "lineup.png",
    "clay_lineup.png"
  ]
}

diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_note started
mcp: forge/coord_note (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_release started
mcp: forge/coord_release (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_release started
mcp: forge/coord_release (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_release started
mcp: forge/coord_release (completed)
diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

codex
Exported all six houses: **285,424 triangles, 24.51 MB, 9 shared materials**.

- [GLB kit](/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/medieval-hero-houses.glb)
- [Street lineup](/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/lineup.png)
- [Rebuild script](/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/build_kit.py)
- [All deliverables](/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/)

Clean rebuild, structural checks, placement checks and standalone Three.js loading pass. **Reference quality is not fully met:** dormer intersections, uniform wall weathering and some door texture seams remain. [Review findings](/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/qa/visual-review.json).

The [Blender skill’s review rule](/home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md:23) says “No unattended improvement loop past the cap.” Its three-revision cap is reached, so the visual verdict remains **REVISE**.
diff --git a/jobs/medieval-hero-houses-v1/qa/validate.py b/jobs/medieval-hero-houses-v1/qa/validate.py
new file mode 100644
index 0000000000000000000000000000000000000000..f4796780ac24426b3d69fe70196b2cdf60dcca33
--- /dev/null
+++ b/jobs/medieval-hero-houses-v1/qa/validate.py
@@ -0,0 +1,62 @@
+"""Read the delivered GLB and verify the town-placement and shared-shelf contract."""
+import io, json, struct, hashlib
+from pathlib import Path
+import numpy as np
+from PIL import Image
+
+root = Path(__file__).resolve().parent.parent
+data = (root / 'medieval-hero-houses.glb').read_bytes()
+jl = struct.unpack_from('<I', data, 12)[0]
+g = json.loads(data[20:20+jl]); binary = data[28+jl:]
+meta = json.loads((root/'nodes.json').read_text())
+def attr(i):
+    a=g['accessors'][i]; v=g['bufferViews'][a['bufferView']]
+    dt={5121:'u1',5123:'<u2',5125:'<u4',5126:'<f4'}[a['componentType']]
+    w={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']]
+    return np.ndarray((a['count'],w),dtype=dt,buffer=binary,offset=v.get('byteOffset',0)+a.get('byteOffset',0),strides=(v.get('byteStride',np.dtype(dt).itemsize*w),np.dtype(dt).itemsize))
+assert len(data)<=25_000_000
+assert not g.get('cameras') and not g.get('extensions',{}).get('KHR_lights_punctual')
+assert len(g['materials'])<=10 and len(g['images'])==27
+dimensions=[]
+for im in g['images']:
+    v=g['bufferViews'][im['bufferView']]; b=v.get('byteOffset',0)
+    size=Image.open(io.BytesIO(binary[b:b+v['byteLength']])).size
+    assert max(size)<=1024
+    dimensions.append(size)
+for m in g['materials']:
+    a=m['pbrMetallicRoughness']['metallicRoughnessTexture']['index']
+    assert dimensions[g['textures'][a]['source']]==(512,512)
+roots=[g['nodes'][i] for i in g['scenes'][g.get('scene',0)]['nodes']]
+assert {r['name'] for r in roots}==set(meta) and len(roots)==6
+total=0; rows=[]
+for r in roots:
+    name=r['name']; d=meta[name]
+    assert r.get('translation',[0,0,0])==d['root_translation']
+    assert not any(k in r for k in ['matrix','rotation','scale'])
+    pts=[]; count=0; sockets={}
+    for ni in r['children']:
+        n=g['nodes'][ni]
+        if 'mesh' not in n:
+            sockets[n['name']]=n['translation'];continue
+        assert not any(k in n for k in ['matrix','rotation','scale','translation'])
+        for p in g['meshes'][n['mesh']]['primitives']:
+            assert 'COLOR_0' in p['attributes'] and 'TEXCOORD_0' in p['attributes']
+            pts.append(attr(p['attributes']['POSITION']))
+            count+=g['accessors'][p['indices']]['count']//3
+    pts=np.concatenate(pts); lo=pts.min(0); hi=pts.max(0)
+    assert np.allclose(lo,d['bounding_box']['min'],atol=1e-5)
+    assert np.allclose(hi,d['bounding_box']['max'],atol=1e-5)
+    assert count==d['triangles'] and 30000<=count<=70000
+    assert abs(lo[1]+1.5)<1e-5 and hi[2]<=1.8
+    under=pts[pts[:,1]<-.1]
+    assert np.allclose(under.min(0),[-d['width']/2,-1.5,-d['depth']],atol=1e-5)
+    assert abs(under[:,0].max()-d['width']/2)<1e-5 and abs(under[:,2].max())<1e-5
+    assert set(sockets)=={'Entrance','Door'}
+    for s in sockets:assert np.allclose(sockets[s],d[s])
+    assert abs(sockets['Entrance'][1])<1e-6
+    assert abs(sockets['Entrance'][2]-sockets['Door'][2]-.8)<1e-5
+    total+=count;rows.append({'name':name,'triangles':count,'front_projection':float(hi[2])})
+assert total<=350000
+result={'status':'PASS','sha256':hashlib.sha256(data).hexdigest(),'bytes':len(data),'triangles':total,'materials':len(g['materials']),'roots':rows,'texture_dimensions':dimensions,'scope':'GLB numeric and placement contract; not a visual-quality verdict.'}
+(root/'qa/contract-check.json').write_text(json.dumps(result,indent=2)+'\n')
+print(json.dumps({k:v for k,v in result.items() if k not in ['roots','texture_dimensions']}))

tokens used
420,373
Exported all six houses: **285,424 triangles, 24.51 MB, 9 shared materials**.

- [GLB kit](/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/medieval-hero-houses.glb)
- [Street lineup](/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/lineup.png)
- [Rebuild script](/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/build_kit.py)
- [All deliverables](/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/)

Clean rebuild, structural checks, placement checks and standalone Three.js loading pass. **Reference quality is not fully met:** dormer intersections, uniform wall weathering and some door texture seams remain. [Review findings](/home/claude-agent/forge-build/forge-assets/jobs/medieval-hero-houses-v1/qa/visual-review.json).

The [Blender skill’s review rule](/home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md:23) says “No unattended improvement loop past the cap.” Its three-revision cap is reached, so the visual verdict remains **REVISE**.
