fix: 树在 Cesium 远看发黑 — 补 emissive 并导出切线
黑色色块修掉后仍存在:近看正常,远看整棵树是暗色块。逐项排除: - 贴图颜色全链路无偏移,源 4k / 降采样 2k / GLB 内 PNG 的 opaque 均值 都是 sRGB [0.409, 0.406, 0.362],不是 gamma 问题。 - 模拟 GPU mip 链,可见像素亮度 mip0→mip6 只从 0.127 变到 0.124, 覆盖率稳定 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。 真实原因是缺 emissive 补偿。预览页 skyBox / skyAtmosphere / sun 全部关闭 且未配置环境贴图,Cesium 只剩很弱的默认球谐环境光,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叶片卡片,远看塌成一团暗色,近看能看到 向阳面所以还行。apple 材质不在那张表里。 - 抠图植被把 diffuse 接回 Emission Color,FOLIAGE_EMISSION = 0.22。 用带贴图的自发光而非平坦颜色:常量会把树干染成叶子绿,而这样每个像素 下限是自身反照率的一个比例。不增加字节,emissiveTexture 指向 base color 已在用的同一张图。 - 打开 export_tangents:apple 有法线贴图但图元无 TANGENT,缺失时切线由 渲染器推导,在双面薄片叶子卡上不可靠。49/102 图元带上切线,顺带修正 建筑法线贴图,GLB +0.83MB。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -29,6 +29,12 @@ from osmassets.materials import link_alpha_clip # noqa: E402
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# mesh's shared slots can recognise its own output and leave it alone.
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EXPORT_PREFIX = "Cesium "
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# Fraction of its own albedo a cut-out foliage material emits, to keep the
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# shadowed side of a crown off Cesium's near-black ambient floor. Kept well
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# under the 0.18 the buildings use: a tree still has to read as lit from one
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# side, it just must not go to black.
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FOLIAGE_EMISSION = 0.22
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EXPORT_TINTS = {
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"Grass": ((0.12, 0.48, 0.08), 0.72),
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"Tree Crown Dark": ((0.06, 0.22, 0.05), 0.18),
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@@ -362,6 +368,25 @@ def make_export_material(material):
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# SpeedTree atlas are black, so Cesium draws black slabs.
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link_alpha_clip(result, diffuse_node.outputs["Alpha"], bsdf,
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cutoff=material.alpha_threshold)
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# Lift the crown out of Cesium's ambient. The preview configures no
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# environment map, so anything the sun does not hit directly falls to a
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# weak default spherical-harmonic term — which is why every other
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# material here carries an EXPORT_EMISSION_OVERRIDES entry. A crown is
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# mostly self-shadowed leaf cards facing away from the sun, so at
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# distance it collapses into one dark mass while a sunlit close-up
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# still reads fine.
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#
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# Feed the diffuse back in as the emissive texture rather than using a
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# flat colour: a constant would wash the bark with leaf green, whereas
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# this floors every texel at a fraction of its own albedo. It costs no
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# extra bytes — the exporter points emissiveTexture at the image the
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# base colour already uses.
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if "Emission Color" in bsdf.inputs:
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links.new(diffuse_node.outputs["Color"], bsdf.inputs["Emission Color"])
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elif "Emission" in bsdf.inputs:
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links.new(diffuse_node.outputs["Color"], bsdf.inputs["Emission"])
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if "Emission Strength" in bsdf.inputs:
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bsdf.inputs["Emission Strength"].default_value = FOLIAGE_EMISSION
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elif "Alpha" in bsdf.inputs:
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bsdf.inputs["Alpha"].default_value = 1.0
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return result
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@@ -452,6 +477,11 @@ def export(args):
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export_normals=True,
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export_materials="EXPORT",
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export_image_format="AUTO",
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# The foliage materials carry a normal map, and glTF leaves tangent
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# derivation to the renderer when TANGENT is absent. On thin
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# double-sided leaf cards that derivation is unreliable, so ship real
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# tangents — it costs four floats a vertex on meshes this small.
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export_tangents=True,
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export_extras=True,
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export_cameras=False,
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export_lights=False,
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