Mark primitive blockouts as prototype only
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2 changed files with 19 additions and 6 deletions
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@ -60,9 +60,19 @@ Color helps a human and may help the model, but shape carries the real burden.
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## Geometry Script Direction
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The first generator uses straightforward Blender Python primitives so the seam
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can run without a Blender add-on. The plan is shaped for Geometry Script / Geometry
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Nodes replacement:
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The first generator used straightforward Blender Python primitives to prove that
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Ghostlight could emit a Blender scene, cameras, and guide renders from fixture
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data. That proved the seam, not the final method.
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Primitive stacking is not expressive enough for production illustrated IF
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blockouts. It creates plausible-looking clutter without readable authored
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silhouettes, and it fails quickly on rooms that need clear construction logic,
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nonhuman work affordances, and camera-safe spatial staging. Do not keep adding
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more cylinders to compensate for weak shape language.
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Production blockouts should move to authored Geometry Nodes / Geometry Script
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modules or hand-authored Blender kit pieces driven by plan parameters. The plan
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format is shaped for that replacement:
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- every procedural organ has a `geometry_script_tree` handle
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- every organ has parameter JSON
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@ -70,9 +80,11 @@ Nodes replacement:
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- the generator can replace a Python primitive builder with a Geometry Script
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implementation one module at a time
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This keeps the early blockout useful while leaving room for real procedural
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elaboration: repeated ribs, pipe runs, tunnel cutouts, cable trays, bolts,
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route panels, catwalk rails, work-support rigs, and crowd clusters.
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This keeps the early blockout useful as a receipt while making the next real
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step explicit: build reusable Geometry Nodes organs for shells, corridors,
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cutouts, catwalks, manifold walls, service rigs, and crowd blocking. If an organ
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cannot be recognized from silhouette before material detail, the blockout has
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failed its job.
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## Prompt Use
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@ -67,3 +67,4 @@
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{"ts": "2026-05-03T13:33:16+00:00", "type": "visual-blockout", "status": "ok", "note": "Added first visual blockout plan seam for illustrated IF: Pallas Service Ring Kappa now has a validated ghostlight.visual_blockout_plan.v0 artifact, Blender wrapper for the Steam install, fully scripted low-poly blockout generator, and ignored guide-render outputs. The blockout is a spatial/camera reference, not a segmentation mask; Geometry Script/Geometry Nodes can replace individual procedural modules via geometry_script_tree handles."}
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{"ts": "2026-05-03T13:57:41+00:00", "type": "visual-blockout", "status": "ok", "note": "Corrected first Pallas blockout guide render problems: empty establishing renders now use per-render visible_actor_ids, the object callback shot has explicit prop geometry, and cameras target the intended shot subjects rather than inherited shared-scene clutter."}
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{"ts": "2026-05-03T14:13:49+00:00", "type": "visual-blockout", "status": "ok", "note": "Raised Pallas Service Ring Kappa blockout from symbolic primitives to organ-level maquette geometry: arched shell mesh, gasketed crawl throat, anchored catwalk rails/braces, layered manifold backplane/pipes/panels, and coherent cephalopod work-support rails/bands/tubes. Rendered guide outputs locally and validation passed."}
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{"ts": "2026-05-03T14:33:48+00:00", "type": "visual-blockout", "status": "rejected-path", "note": "Pallas blockout primitive-builder pass proved the Blender emission seam but is not viable as the production blockout method. Primitive stacking creates unreadable clutter, clipping, floating proxies, and weak nonhuman affordance silhouettes. Next visual blockout work should use authored Geometry Nodes/Geometry Script modules or hand-authored Blender kit pieces driven by plan parameters, with silhouette readability as the acceptance criterion."}
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