feat: 树渲染改用 apple/fattree 模型,修复 Cesium alpha 抠图丢失
tree_style 新增 apple(SpeedTree Red Delicious,4475 tris,alpha 抠图叶片 + 法线贴图)和 fattree(低面数卡通树,2238 tris,实体几何)。 高度改为按模型自身包围盒归一化到目标高度,树根落在 z=0,不再用魔数; 每棵树按序号做确定性抖动(缩放 ±14%、黄金角偏航、±3° 倾斜), tree_row 采样高度全部相同,不抖动就是同一棵树盖章 156 次。 移除 polyhaven 样式和 island_tree_01 资产(76MB)+ ingest_tree.py: 该样式 append 的 *_LOD1 并不是完整的树,枝干只有 0.41 单位高,叶片是 挂在原点下方的平面簇,本是给源文件几何节点散布用的碎片。 Cesium 侧修三处: - make_export_material 把 Alpha 恒定写死为 1.0,叶片卡片整块导出,而 SpeedTree 图集抠掉的区域是纯黑,在 Cesium 里就是黑色色块。 - Blender 4.2 起 glTF 导出不再读 blend_method(仍可写但已失效,写 CLIP 读回来是 HASHED),改为从节点树推断 alpha 模式,alpha 直连 BSDF 会落到 BLEND。新增 materials.link_alpha_clip() 构造导出器识别的 1 - (alpha < cutoff) 结构,得到 alphaMode=MASK。 - 新增 alpha_dilated_image():把不透明像素颜色向抠图区域外扩 8 圈, 避免 mipmap 把黑色平均进叶缘。叶缘相邻的纯黑像素 10.3% → 0.6%。 另修两个既有 bug: - 材质槽在 mesh 上,181 棵树共享一个 datablock,第一棵替换后其余会把结果 再包一层,产生 Cesium Cesium Cesium... 的材质名;烘焙图缓存按材质名索引, 每轮再嵌一份同样的贴图。GLB 22.46MB → 20.76MB,materials 270 → 23。 - shrub_02 从 glTF 带进来一个 Math 节点接在 Alpha 上,但其 JPEG 贴图 alpha 全是 1.0,只判断「连了 Alpha」会误判为抠图材质。 模型资产为第三方素材,已 gitignore,缺失时回落到 natural; 来源见 assets/models/SOURCES.md。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -149,6 +149,52 @@ def make_textured_material(name, diffuse_file, normal_file, roughness,
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return material
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def link_alpha_clip(material, alpha_output, bsdf, cutoff=0.5):
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"""Wire a texture's alpha into `bsdf` as a hard cut-out.
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The obvious wiring — alpha straight into the Alpha socket — is wrong for
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anything destined for glTF. Blender 4.2 stopped deriving a material's
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alpha mode from `blend_method` (still writable, now a no-op: setting 'CLIP'
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reads back 'HASHED') and made the exporter infer it from the node tree
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instead. It recognises exactly a few shapes; a bare link is not one of
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them, and falls through to alphaMode=BLEND. Foliage exported as BLEND
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makes Cesium depth-sort thousands of leaf quads it cannot order correctly.
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So build the shape the exporter looks for — `1 - (alpha < cutoff)` — which
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it reads back as alphaMode=MASK with this cutoff. EEVEE gets the same
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thing for free: alpha is 0 or 1 by the time it reaches the BSDF, so the
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viewport shows the crisp cut-out Cesium will, not a dithered approximation.
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See the exporter's `detect_alpha_clip` in
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scripts/addons_core/io_scene_gltf2/blender/exp/material/search_node_tree.py.
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"""
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nodes = material.node_tree.nodes
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links = material.node_tree.links
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less_than = nodes.new("ShaderNodeMath")
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less_than.operation = "LESS_THAN"
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less_than.location = (-60, 320)
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less_than.inputs[1].default_value = cutoff
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invert = nodes.new("ShaderNodeMath")
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invert.operation = "SUBTRACT"
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invert.location = (110, 320)
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invert.inputs[0].default_value = 1.0
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links.new(alpha_output, less_than.inputs[0])
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links.new(less_than.outputs["Value"], invert.inputs[1])
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links.new(invert.outputs["Value"], bsdf.inputs["Alpha"])
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# EEVEE Next takes its cut-out handling from surface_render_method, not
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# from blend_method. 'DITHERED' still casts a leaf-shaped shadow;
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# 'BLENDED' does not.
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material.surface_render_method = "DITHERED"
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material.alpha_threshold = cutoff
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# Leaf cards are single-sided quads seen from both sides; culling
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# backfaces would empty out half of every crown.
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material.use_backface_culling = False
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def from_spec(spec):
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"""Build a material from a `catalog.MATERIALS` entry."""
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if spec["kind"] == "textured":
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