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blender/README.md
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# Nantaizi Lake Blender scene
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This generator combines the source OSM building, water and height tags with
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the detailed osm2streets GeoJSON road layers.
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## Outputs
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- `../outputs/nantaizi-lake-innovation-valley/nantaizi_lake_innovation_valley.blend`
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- `../outputs/nantaizi-lake-innovation-valley/nantaizi_lake_innovation_valley.png`
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- `../outputs/nantaizi-lake-innovation-valley/nantaizi_lake_innovation_valley_cesium.glb`
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- `../outputs/nantaizi-lake-innovation-valley/nantaizi_lake_innovation_valley_cesium.json`
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- `../outputs/nantaizi-lake-innovation-valley/nantaizi_cesium_preview.html`
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## Regenerate
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```bash
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/Applications/Blender.app/Contents/MacOS/Blender \
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--background \
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--factory-startup \
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--python blender/generate_nantaizi.py -- \
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--osm "/Users/que01/Desktop/南台子湖创新谷OSM.osm" \
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--geojson "/Users/que01/osm2streets-qgis-workflow/outputs/nantaizi-lake-innovation-valley/osm2streets_web_out" \
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--output "/Users/que01/osm2streets-qgis-workflow/outputs/nantaizi-lake-innovation-valley/nantaizi_lake_innovation_valley.blend" \
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--render "/Users/que01/osm2streets-qgis-workflow/outputs/nantaizi-lake-innovation-valley/nantaizi_lake_innovation_valley.png"
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```
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The OSM file contains distant subway relation members. The generator uses the
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explicit OSM `bounds` element to keep the scene limited to the park.
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Vegetation is read from the OSM export: `natural=tree` nodes become individual
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trees, `natural=tree_row` ways become evenly spaced rows using their height,
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`landuse=grass` becomes green ground, and `natural=scrub` becomes low shrub
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volumes. `amenity=fountain` nodes become low-poly fountain basins and water
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sprays. No trees or fountains are inferred from open ground.
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The renderer adds procedural presentation detail without changing OSM massing:
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rounded layered crowns and tapered trunks for trees, window bands and roof
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equipment for office buildings, and clerestory windows, skylights and roof
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equipment for `building=industrial` footprints.
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Ordinary `building=yes` footprints below 30 meters are rendered as three-floor
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park offices at 11.4 meters plus a small roof unit. Explicit high-rises and all
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`building=industrial` heights remain sourced from OSM. White plaster, gray
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corrugated iron, grass and bark use 1K CC0 textures downloaded from Poly Haven.
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The images used by the scene are packed into the generated `.blend`; source and
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license details are recorded in `assets/textures/polyhaven/SOURCES.md`.
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OSM ways `117753521` and `117753535` are explicitly rendered as three-floor
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white offices because the surveyed site use differs from their current
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`building=industrial` tags.
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## Export for Cesium
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```bash
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/Applications/Blender.app/Contents/MacOS/Blender \
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--background \
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--python blender/export_cesium.py
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```
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The GLB uses a local east-north-up meter frame centered on the OSM bounds. Its
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companion JSON records the WGS84 anchor used by the preview page. The export
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script applies mesh modifiers, creates UVs, converts Blender-only materials to
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glTF-compatible PBR materials, and embeds the used texture images in the GLB.
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For the Cesium preview, use this script rather than Blender's manual glTF
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export: it preserves the local ENU placement metadata and bakes/overrides the
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building display materials so the web preview stays close to Blender's clean
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material-preview look.
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You can export directly from Blender for a quick material sanity check, but the
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manual GLB will not create/update `nantaizi_lake_innovation_valley_cesium.json`
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and therefore will not be positioned automatically by
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`nantaizi_cesium_preview.html`.
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Serve the output directory over HTTP before opening the preview because web
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browsers do not allow the page to fetch GLB/JSON files from `file://`:
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```bash
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cd outputs/nantaizi-lake-innovation-valley
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python3 -m http.server 8765
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```
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Then open `http://localhost:8765/nantaizi_cesium_preview.html`.
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## Blender MCP
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The current machine has the `blosm` add-on but no Blender MCP add-on or Codex
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MCP server configuration. An MCP workflow requires both sides and a Codex
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restart after adding the server. The generator remains useful with MCP because
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it creates a stable base scene that can then be edited interactively.
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