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fix(examples): redesign vertex-color-ao as a dressed-stone well with V-groove joints
The masonry was flat, identical plates with wide butt gaps, so the baked AO
had almost nothing concave to find and the stone read as uniform grey.
Every course block, coping slab and flagstone is now chamfered top and
bottom (new `_plate(chamfer=)`), so neighbours meet in a V groove the bake
can see into. Blocks have irregular widths, a shallow arced outer face and
uneven heights, and the joints are tighter (half-gap 0.078 -> 0.018 m over
the ring radius). The courses are 17/16/17 blocks. It is still 11 parts, so
check 0 (EXPECT_PARTS) and every other check are untouched.
Render path only: the shader raises the AO to the power 2.4 before
multiplying it in (AO_GAMMA), so partly visible joints read dark. Stone gets
a per-block Voronoi tone and a chisel bump; timber gets streaked grain. The
key light is trimmed 400 -> 330 W. The stored attribute is unchanged. A
roof stays out: the script records that two gable attempts hid the masonry
that carries the AO story.
Evidence (live runs, local):
- .scratch/blender-5.2.1-windows-x64/blender.exe (Blender 5.2.1 LTS):
check exit 0, cal_err=6.760e-04, unoccluded=1.000000, asset_bake parts=11
verts=15678 (was 6966) spread=1.000, byte_model_err=3.247e-07,
evaluated_dev=0. --output: framing fill y=0.833, margins >= 0.078;
aq_ok (materials n=11, edge90 0.018). --falsify renders (inverted AO).
- .scratch/blender-4.5.11-windows-x64/blender.exe (Blender 4.5.11 LTS):
check exit 0 with identical numbers (verts=15678).
- Checks are unchanged, so the existing falsifiers stand; not re-run.
- Contact sheet: candidate luma 0.264 / stage 0.232 / warmth +0.039 /
sat 0.136, against armature-bend 0.243/0.192/-0.144/0.237,
damped-track-aim 0.237/0.218/+0.105/0.178, and bmesh-gear
0.236/0.177/+0.303/0.250. Saturation is low: stone and timber.
- Asset sheet (docs/gallery/asset-sheets/vertex-color-ao.webp): the well
reads as designed beside the hydrant, drone, wheelbarrow and shelf; not
the least-designed object in the lineup.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Copy file name to clipboardExpand all lines: README.md
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<ahref="examples/vertex-color-ao/"><imgsrc="examples/vertex-color-ao/preview.webp"alt="Vertex colour AO: a stone village well on a dark studio stage, its masonry joints, shaft mouth and coping undersides darkened by ambient occlusion baked into a colour attribute rather than by the lights" /></a>
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<ahref="examples/vertex-color-ao/"><imgsrc="examples/vertex-color-ao/preview.webp"alt="Vertex colour AO: a stone village well of chamfered, irregular blocks on a dark studio stage, its V-groove masonry joints, shaft mouth and coping undersides darkened by ambient occlusion baked into a colour attribute rather than by the lights" /></a>
Copy file name to clipboardExpand all lines: examples/gallery.json
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"name": "vertex-color-ao",
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"dir": "examples/vertex-color-ao",
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"teaches": "A stone well carrying baked ambient occlusion in a colour attribute, with the bake held to the closed-form hemisphere integral rather than to a captured value.",
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"alt": "A round stone well with a wooden windlass frame, its stones darkened near the base by baked vertex-colour ambient occlusion.",
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"alt": "A round well of chamfered, irregular stone blocks with a timber windlass frame, every masonry joint and the shaft darkened by baked vertex-colour ambient occlusion.",
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