diff --git a/blender/export_cesium.py b/blender/export_cesium.py index abb3afb..d5e9203 100644 --- a/blender/export_cesium.py +++ b/blender/export_cesium.py @@ -29,6 +29,12 @@ from osmassets.materials import link_alpha_clip # noqa: E402 # mesh's shared slots can recognise its own output and leave it alone. EXPORT_PREFIX = "Cesium " +# Fraction of its own albedo a cut-out foliage material emits, to keep the +# shadowed side of a crown off Cesium's near-black ambient floor. Kept well +# under the 0.18 the buildings use: a tree still has to read as lit from one +# side, it just must not go to black. +FOLIAGE_EMISSION = 0.22 + EXPORT_TINTS = { "Grass": ((0.12, 0.48, 0.08), 0.72), "Tree Crown Dark": ((0.06, 0.22, 0.05), 0.18), @@ -362,6 +368,25 @@ def make_export_material(material): # SpeedTree atlas are black, so Cesium draws black slabs. link_alpha_clip(result, diffuse_node.outputs["Alpha"], bsdf, cutoff=material.alpha_threshold) + # Lift the crown out of Cesium's ambient. The preview configures no + # environment map, so anything the sun does not hit directly falls to a + # weak default spherical-harmonic term — which is why every other + # material here carries an EXPORT_EMISSION_OVERRIDES entry. A crown is + # mostly self-shadowed leaf cards facing away from the sun, so at + # distance it collapses into one dark mass while a sunlit close-up + # still reads fine. + # + # Feed the diffuse back in as the emissive texture rather than using a + # flat colour: a constant would wash the bark with leaf green, whereas + # this floors every texel at a fraction of its own albedo. It costs no + # extra bytes — the exporter points emissiveTexture at the image the + # base colour already uses. + if "Emission Color" in bsdf.inputs: + links.new(diffuse_node.outputs["Color"], bsdf.inputs["Emission Color"]) + elif "Emission" in bsdf.inputs: + links.new(diffuse_node.outputs["Color"], bsdf.inputs["Emission"]) + if "Emission Strength" in bsdf.inputs: + bsdf.inputs["Emission Strength"].default_value = FOLIAGE_EMISSION elif "Alpha" in bsdf.inputs: bsdf.inputs["Alpha"].default_value = 1.0 return result @@ -452,6 +477,11 @@ def export(args): export_normals=True, export_materials="EXPORT", export_image_format="AUTO", + # The foliage materials carry a normal map, and glTF leaves tangent + # derivation to the renderer when TANGENT is absent. On thin + # double-sided leaf cards that derivation is unreliable, so ship real + # tangents — it costs four floats a vertex on meshes this small. + export_tangents=True, export_extras=True, export_cameras=False, export_lights=False, diff --git a/docs/changelog.md b/docs/changelog.md index 224499b..1b3315e 100644 --- a/docs/changelog.md +++ b/docs/changelog.md @@ -1,5 +1,20 @@ # Changelog +## 2026-07-31(二)远看整棵树发黑 + +黑色色块修掉后,Cesium 里近看正常、远看整棵树是暗色块。逐项排查: + +- 贴图颜色全链路无偏移:源 4k / 降采样 2k / GLB 里导出的 PNG,opaque 均值都是 sRGB `[0.409, 0.406, 0.362]`,不是 gamma 问题 +- 模拟 GPU mip 链(逐级 box 降采样,按 0.5 cutoff 取可见像素):可见像素亮度 mip0→mip6 只从 0.127 变到 0.124,覆盖率稳定在 0.42,不是 mipmap 变暗 +- 法线贴图抠图区域是干净的平面法线 `[0.494, 0.512, 0.988]`,无黑像素,mip 后趋于更平,不是法线污染 + +真实原因是**缺少 emissive 补偿**。预览页没有配置任何环境贴图(`skyBox` / `skyAtmosphere` / `sun` 全部关闭),Cesium 只剩一个很弱的默认球谐环境光,所以太阳直射不到的面接近全黑——这正是 `EXPORT_EMISSION_OVERRIDES` 存在的原因,建筑 0.18、程序化树冠 0.015~0.02。树冠绝大部分是背光的叶片卡片,远看整体塌成一团暗色,而近看能看到向阳面所以还行。apple 材质不在那张表里,一点补偿都没有。 + +- 抠图植被改为把 diffuse 接回 Emission Color,强度 `FOLIAGE_EMISSION = 0.22`。用带贴图的自发光而不是平坦颜色:常量会把树干也染成叶子绿,而这样每个像素的下限是它自身反照率的一个比例。不增加字节,导出器让 `emissiveTexture` 指向 base color 已经在用的那张图 +- glTF 导出打开 `export_tangents`:apple 材质有法线贴图但图元没有 TANGENT,缺失时由渲染器自行推导切线,而在双面薄片叶子卡上这个推导不可靠。全场景 49/102 个图元带上切线,顺带修正建筑法线贴图,GLB +0.83MB + +如果远处仍偏暗,调 `export_cesium.py` 的 `FOLIAGE_EMISSION` 一个常量即可。 + ## 2026-07-31 - 树渲染改用两个第三方模型,`tree_style` 新增 `apple` / `fattree`: