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hay-bale

A procedural bound hay bale with a cinched pillow loaf, end nap, and two sisal twine belts through UVs, bake, LOD, collider, and Unity glTF, asserting recomputed budgets rather than an API contract.

Rendered headless by the example itself — click to zoom.

witnesses Recomputed: 852 tris, two materials with 294 hay and 132 twine faces, UVs in 0..1 with zero AABB overlap, outer AABB 0.920×0.517×0.426 m, zmin 0, hygiene 0, hay-twine BVH gap 0.07 mm, LOD ratios in band, convex collider 78 tris, non-empty glTF. --skip-decimate exits 9 on LOD1; --lift-z exits 16 on grounded zmin.
blender --background --python showcase/hay-bale/hay_bale.py --

A showcase piece, not an example. Procedural bound straw bale (cinched pillow loaf, end nap, two square-torus sisal belts with hitch loops) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.

It asserts budget conformance of the generated result. It does not witness an API contract. "It rendered without error" is not a check.

Composes skills mesh-editing-and-bmesh, bake-high-to-low, depsgraph-and-evaluated-data, engine-export-presets, and snippets bake_normal_high_to_low.py, setup_bake_target_image.py, lod_chain.py / decimate_to_budget.py, convex_hull_collider.py, export_preset_unity.py (helpers copied, not imported as a package). Hygiene combinatorics match examples/mesh-hygiene-audit (copied, not imported).

Intended size: 0.90 × 0.48 × 0.38 m core loaf; outer AABB includes cinch bulge and belts.

Budgets

Declared as named constants; every gate recomputes from the mesh, materials, UVs, evaluated LOD, collider, or export file.

| Axis | Declared | Measured (4.5.11 / 5.1.2 / 5.2.1) | | --- | --- | --- | | Base triangles | 750–1100 | 852 / 852 / 852 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2183 / 0.2183 / 0.2183 | | Materials | exactly 2 distinct, ≥24 hay, ≥24 twine | 2 slots, 294 hay, 132 twine | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (0.920, 0.517, 0.426) m ± 0.01 | (0.9199, 0.5170, 0.4257) | | Grounded zmin | within 1e-4 of 0 | 0 / 0 / 0 | | Hygiene | loose/nonman/zero-area/doubles/ngons = 0 | 0 / 0 / 0 | | Hay–twine gap | BVH surface < 0.008 m | 0.00007 / 0.00007 / 0.00007 | | Collider tris | ≤ 400 | 78 | | Export | written, size > 0 | 70720 / 70720 / 70712 bytes |

DECIMATE COLLAPSE triangle counts are not identical across series — the gate is a ratio band, not an exact count. Bake pixels are stochastic; the gate is has_data plus operator FINISHED, not byte-identity. Construction uses no RNG. Export byte counts differ by 8 B on 5.2.1 (glTF serializer), not a gated axis.

--skip-decimate skips the LOD DECIMATE stage so LOD1 ratio is 1.0 and exit 9 fires. --lift-z raises the mesh 5 cm so the grounded-zmin hygiene budget fails and exit 16 fires.

Run

blender --background --python hay_bale.py --
blender --background --python hay_bale.py -- --skip-decimate
blender --background --python hay_bale.py -- --lift-z
blender --background --python hay_bale.py -- --output bale.png

Smoke does not pass --output, --skip-decimate, or --lift-z.

Exit codes

File-local. 9 is a valid check code. 10 is reserved for gallery_framing.check_framing on the --output path.

| Code | Meaning | | --- | --- | | 0 | Success | | 1 | Uncaught exception (FATAL wrapper) | | 2 | argparse / usage | | 3 | Mesh did not build / no UV layer | | 4 | Base triangle count outside range | | 5 | Material count ≠ 2 distinct slots, or hay/twine faces missing | | 6 | UVs outside 0..1 | | 7 | UV AABB overlap above tolerance | | 8 | World AABB off declared outer size | | 9 | LOD ratio band (--skip-decimate lands here) | | 10 | Framing gate (render path only) | | 11 | Collider triangle count above ceiling | | 12 | Bake did not finish or image has no data | | 13 | Export file missing or empty | | 14 | --output produced no file | | 15 | Hygiene: loose verts/edges, non-manifold, zero-area, doubles, or n-gons | | 16 | Grounded zmin (--lift-z lands here) | | 17 | Hay–twine BVH gap above 8 mm |

Source

showcase/hay-bale/hay_bale.py View on GitHub →
"""Game-ready bound hay bale — a showcase piece, not an example.

Asserts budget conformance of a procedural straw bale after composing
shipped pipeline pieces: bmesh construction, UVs, two materials,
high-to-low normal bake, LOD chain, convex collider, Unity glTF export.

Budgets are declared below and recomputed from the generated result.
They are not API-contract witnesses. ``--skip-decimate`` skips the LOD
DECIMATE stage so the LOD-ratio budget fails. ``--lift-z`` raises the
mesh so the grounded-zmin hygiene budget fails.

No RNG. Construction is closed-form. DECIMATE COLLAPSE triangle counts
are not byte-identical across Blender versions — the LOD gate is a
ratio band, not an exact count.

    blender --background --python hay_bale.py --
    blender --background --python hay_bale.py -- --skip-decimate
    blender --background --python hay_bale.py -- --lift-z
    blender --background --python hay_bale.py -- --output bale.png
"""
import argparse
import math
import os
import sys
import tempfile
import traceback

import bmesh
import bpy
from mathutils import Euler, Vector
from mathutils.bvhtree import BVHTree

# Showcase lives at repo-root/showcase/, not under examples/. The framing
# helper is the repo's only shared import and lives next to the examples;
# resolve the repo root so we do not move gallery_framing.py.
_REPO = os.path.abspath(
    os.path.join(os.path.dirname(os.path.abspath(__file__)), os.pardir, os.pardir)
)
sys.path.insert(0, os.path.join(_REPO, "examples"))
sys.dont_write_bytecode = True
import gallery_framing  # noqa: E402

BALE_X = 0.90
BALE_Y = 0.48
BALE_Z = 0.38
TWINE_T = 0.012
TWINE_W = 0.028
TWINE_EMBED = 0.003
BELT_XS = (-0.225, 0.225)
LOAF_CUTS = 4
BULGE = 0.055
RIDGE_AMP = 0.007
BBOX_TOL = 0.01
# Fitted after locking geometry. Recomputed from bound_box.
OUTER_SIZE = (0.920, 0.517, 0.426)

BASE_TRIS_MIN = 750
BASE_TRIS_MAX = 1100
ZMIN_EPS = 1e-4
DOUBLES_EPS = 1e-5
AREA_EPS = 1e-10
GAP_MAX = 0.008
LIFT_Z = 0.05
LOD1_RATIO_MIN = 0.32
LOD1_RATIO_MAX = 0.62
LOD2_RATIO_MIN = 0.10
LOD2_RATIO_MAX = 0.35
LOD1_TARGET = 0.50
LOD2_TARGET = 0.22
MATERIAL_COUNT = 2
UV_EPS = 1e-4
UV_OVERLAP_MAX = 1e-5
COLLIDER_TRIS_MAX = 400
BAKE_RES = 256
CAGE_EXTRUSION = 0.04
HAY_FACES_MIN = 24
TWINE_FACES_MIN = 24

HAY_IDX = 0
TWINE_IDX = 1


def eevee_engine_id():
    return "BLENDER_EEVEE" if bpy.app.version >= (5, 0, 0) else "BLENDER_EEVEE_NEXT"


def fail(msg, code):
    print(f"ERROR: {msg}", file=sys.stderr)
    return code


def triangle_count(mesh):
    mesh.calc_loop_triangles()
    return len(mesh.loop_triangles)


def evaluated_triangle_count(obj):
    # Duplicated from snippets/lod_chain.py / decimate_to_budget.py (not a package).
    depsgraph = bpy.context.evaluated_depsgraph_get()
    eval_obj = obj.evaluated_get(depsgraph)
    eval_mesh = eval_obj.to_mesh()
    try:
        eval_mesh.calc_loop_triangles()
        return len(eval_mesh.loop_triangles)
    finally:
        eval_obj.to_mesh_clear()


def add_box(bm, loc, scale, mat_idx, euler=(0.0, 0.0, 0.0)):
    geo = bmesh.ops.create_cube(bm, size=1.0)
    verts = geo["verts"]
    rot = Euler(euler).to_matrix()
    origin = Vector(loc)
    for v in verts:
        p = Vector((v.co.x * scale[0], v.co.y * scale[1], v.co.z * scale[2]))
        v.co = rot @ p + origin
    faces = {f for v in verts for f in v.link_faces}
    for f in faces:
        f.material_index = mat_idx
    return verts


def add_rim(bm, loc, major, minor, mat_idx, euler=(0.0, 0.0, 0.0), n_major=12, n_minor=6):
    rings = []
    for i in range(n_major):
        u = i * (2.0 * math.pi / n_major)
        ring = []
        for j in range(n_minor):
            v = j * (2.0 * math.pi / n_minor)
            ring.append(bm.verts.new((
                (major + minor * math.cos(v)) * math.cos(u),
                (major + minor * math.cos(v)) * math.sin(u),
                minor * math.sin(v),
            )))
        rings.append(ring)
    bm.verts.ensure_lookup_table()
    for i in range(n_major):
        i2 = (i + 1) % n_major
        for j in range(n_minor):
            j2 = (j + 1) % n_minor
            face = bm.faces.new((rings[i][j], rings[i2][j], rings[i2][j2], rings[i][j2]))
            face.material_index = mat_idx
    verts = [v for ring in rings for v in ring]
    rot = Euler(euler).to_matrix()
    origin = Vector(loc)
    for v in verts:
        v.co = rot @ v.co + origin
    return verts


def add_square_wrap(bm, x, y_half, z_lo, z_hi, t, w, mat_idx):
    """Closed rectangular belt in YZ, extruded along X. One manifold torus."""
    x0 = x - w * 0.5
    x1 = x + w * 0.5
    inner = (
        (y_half, z_lo),
        (y_half, z_hi),
        (-y_half, z_hi),
        (-y_half, z_lo),
    )
    outer = (
        (y_half + t, z_lo - t),
        (y_half + t, z_hi + t),
        (-y_half - t, z_hi + t),
        (-y_half - t, z_lo - t),
    )

    def ring(xc, pts):
        return [bm.verts.new((xc, p[0], p[1])) for p in pts]

    i0 = ring(x0, inner)
    o0 = ring(x0, outer)
    i1 = ring(x1, inner)
    o1 = ring(x1, outer)

    def quad(a, b, c, d):
        face = bm.faces.new((a, b, c, d))
        face.material_index = mat_idx
        return face

    for k in range(4):
        n = (k + 1) % 4
        quad(i0[k], i1[k], i1[n], i0[n])
        quad(o0[k], o0[n], o1[n], o1[k])
        quad(i0[k], i0[n], o0[n], o0[k])
        quad(i1[k], o1[k], o1[n], i1[n])


def face_area(me, poly):
    vs = [me.vertices[i].co for i in poly.vertices]
    if len(vs) < 3:
        return 0.0
    v0 = vs[0]
    area = 0.0
    for i in range(1, len(vs) - 1):
        area += (vs[i] - v0).cross(vs[i + 1] - v0).length * 0.5
    return area


def hygiene_audit(me):
    # Combinatorics match examples/mesh-hygiene-audit.audit (copied, not imported).
    nv, ne, nf = len(me.vertices), len(me.edges), len(me.polygons)
    ngons = sum(1 for p in me.polygons if len(p.vertices) > 4)
    areas = [face_area(me, p) for p in me.polygons]
    zero_area = sum(1 for a in areas if a <= AREA_EPS)
    bm = bmesh.new()
    try:
        bm.from_mesh(me)
        bm.verts.ensure_lookup_table()
        bm.edges.ensure_lookup_table()
        loose_v = sum(1 for v in bm.verts if len(v.link_edges) == 0)
        loose_e = sum(1 for e in bm.edges if len(e.link_faces) == 0)
        nonman = sum(1 for e in bm.edges if not e.is_manifold)
        ret = bmesh.ops.find_doubles(bm, verts=list(bm.verts), dist=DOUBLES_EPS)
        doubles = len(ret.get("targetmap") or {})
    finally:
        bm.free()
    return {
        "nv": nv,
        "ne": ne,
        "nf": nf,
        "ngons": ngons,
        "loose_v": loose_v,
        "loose_e": loose_e,
        "nonman": nonman,
        "zero_area": zero_area,
        "doubles": doubles,
        "euler": nv - ne + nf,
    }


def min_mat_distance(me, ia, ib):
    """Closest surface distance between two material islands via BVH.

    Vert-vert distance is the wrong metric for a 4-corner strap: the inner
    face has no mid-edge verts, so a cinched belt still reports ~TWINE_W/2.
    """
    bm_a = bmesh.new()
    bm_b = bmesh.new()
    try:
        bm_a.from_mesh(me)
        bm_b.from_mesh(me)
        bm_a.faces.ensure_lookup_table()
        bm_b.faces.ensure_lookup_table()
        drop_a = [f for f in bm_a.faces if f.material_index != ia]
        drop_b = [f for f in bm_b.faces if f.material_index != ib]
        if drop_a:
            bmesh.ops.delete(bm_a, geom=drop_a, context="FACES")
        if drop_b:
            bmesh.ops.delete(bm_b, geom=drop_b, context="FACES")
        if not bm_a.faces or not bm_b.faces:
            return 1e9
        tree = BVHTree.FromBMesh(bm_b)
        best = 1e9
        for src in list(bm_a.verts) + list(bm_a.faces):
            co = src.co if hasattr(src, "co") else src.calc_center_median()
            hit = tree.find_nearest(co)
            if hit[0] is None:
                continue
            best = min(best, hit[3])
        return best
    finally:
        bm_a.free()
        bm_b.free()


def pack_uvs(bm, margin=0.08):
    uv = bm.loops.layers.uv.new("UVMap")
    faces = list(bm.faces)
    n = len(faces)
    cols = max(1, math.ceil(math.sqrt(n)))
    rows = max(1, math.ceil(n / cols))
    cell_w = 1.0 / cols
    cell_h = 1.0 / rows
    pad_u = margin * cell_w * 0.5
    pad_v = margin * cell_h * 0.5
    usable_w = cell_w - 2.0 * pad_u
    usable_h = cell_h - 2.0 * pad_v
    for i, face in enumerate(faces):
        col = i % cols
        row = i // cols
        nrm = face.normal
        ax = abs(nrm.x)
        ay = abs(nrm.y)
        az = abs(nrm.z)
        coords = []
        for loop in face.loops:
            co = loop.vert.co
            if az >= ax and az >= ay:
                coords.append((co.x, co.y))
            elif ax >= ay:
                coords.append((co.y, co.z))
            else:
                coords.append((co.x, co.z))
        xs = [c[0] for c in coords]
        ys = [c[1] for c in coords]
        minx, maxx = min(xs), max(xs)
        miny, maxy = min(ys), max(ys)
        dx = max(maxx - minx, 1e-8)
        dy = max(maxy - miny, 1e-8)
        origin_u = col * cell_w + pad_u
        origin_v = row * cell_h + pad_v
        for loop, (x, y) in zip(face.loops, coords):
            loop[uv].uv = (
                origin_u + (x - minx) / dx * usable_w,
                origin_v + (y - miny) / dy * usable_h,
            )


def _shape_loaf(verts):
    hx = BALE_X * 0.5
    hy = BALE_Y * 0.5
    hz = BALE_Z * 0.5
    zc = BALE_Z * 0.5
    for v in verts:
        x, y, z = v.co.x, v.co.y, v.co.z
        nx = max(-1.0, min(1.0, x / hx))
        ny = max(-1.0, min(1.0, y / hy))
        nz = max(-1.0, min(1.0, (z - zc) / hz))
        pillow = 1.0 + BULGE * (1.0 - nx * nx)
        v.co.y = y * pillow
        v.co.z = zc + (z - zc) * pillow
        # Longitudinal straw ridges on the long faces; closed-form, no RNG.
        ridge = RIDGE_AMP * math.sin(x * 24.0) * (0.35 + 0.65 * abs(ny))
        v.co.y += ridge
        v.co.z += 0.55 * RIDGE_AMP * math.sin(x * 19.0 + 0.7) * (0.35 + 0.65 * abs(nz))
        # End-grain nap: bite the ±X faces instead of gluing on extra slabs.
        if abs(nx) > 0.82:
            rr = math.hypot(v.co.y / (hy * pillow), (v.co.z - zc) / (hz * pillow))
            v.co.x += math.copysign(0.010 * math.sin(rr * 14.0), x)


def build_bale_mesh(name, bevel_offset, bevel_segments):
    bm = bmesh.new()
    hay_verts = []
    twine_faces = set()
    try:
        hay_verts.extend(
            add_box(
                bm,
                (0.0, 0.0, BALE_Z / 2.0),
                (BALE_X, BALE_Y, BALE_Z),
                HAY_IDX,
            )
        )
        bmesh.ops.subdivide_edges(
            bm,
            edges=list({e for v in hay_verts for e in v.link_edges}),
            cuts=LOAF_CUTS,
            use_grid_fill=True,
        )
        hay_verts = [v for v in bm.verts]
        _shape_loaf(hay_verts)
        if bevel_offset > 0.0:
            bm.edges.ensure_lookup_table()
            edges = []
            for e in bm.edges:
                if len(e.link_faces) != 2:
                    continue
                if e.calc_face_angle() > math.radians(50.0):
                    edges.append(e)
            if not edges:
                edges = list(bm.edges)
            bmesh.ops.bevel(
                bm,
                geom=edges,
                offset=bevel_offset,
                segments=bevel_segments,
                profile=0.45,
                affect="EDGES",
                clamp_overlap=True,
            )

        hay_now = [v for v in bm.verts]
        before = set(bm.faces)
        for x in BELT_XS:
            near = [v for v in hay_now if abs(v.co.x - x) <= 0.08]
            if len(near) < 8:
                near = hay_now
            y_max = max(abs(v.co.y) for v in near)
            z_min = min(v.co.z for v in near)
            z_max = max(v.co.z for v in near)
            # Sit the belt in the ridge troughs so it cinches the peaks.
            y_half = y_max - RIDGE_AMP - TWINE_EMBED
            z_lo = z_min + RIDGE_AMP + TWINE_EMBED
            z_hi = z_max - RIDGE_AMP - TWINE_EMBED
            add_square_wrap(bm, x, y_half, z_lo, z_hi, TWINE_T, TWINE_W, TWINE_IDX)
            add_rim(
                bm,
                (x, 0.0, z_hi + TWINE_T),
                0.014,
                0.007,
                TWINE_IDX,
                euler=(math.pi / 2.0, 0.0, math.pi / 2.0),
                n_major=10,
                n_minor=5,
            )
        twine_faces.update(set(bm.faces) - before)

        bmesh.ops.remove_doubles(bm, verts=list(bm.verts), dist=DOUBLES_EPS)

        zs = [v.co.z for v in bm.verts]
        zmin = min(zs)
        xs = [v.co.x for v in bm.verts]
        ys = [v.co.y for v in bm.verts]
        cx = 0.5 * (min(xs) + max(xs))
        cy = 0.5 * (min(ys) + max(ys))
        for v in bm.verts:
            v.co.x -= cx
            v.co.y -= cy
            v.co.z -= zmin
            if v.co.z < 0.0:
                v.co.z = 0.0

        pack_uvs(bm)
        bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces))
        for face in bm.faces:
            face.smooth = True
        for edge in bm.edges:
            edge.smooth = True
            if edge.is_manifold and len(edge.link_faces) == 2:
                if edge.calc_face_angle() > math.radians(38.0):
                    edge.smooth = False
        for f in twine_faces:
            if f.is_valid:
                f.material_index = TWINE_IDX
        me = bpy.data.meshes.new(name)
        bm.to_mesh(me)
        me.update()
    finally:
        bm.free()
    obj = bpy.data.objects.new(name, me)
    bpy.context.collection.objects.link(obj)
    return obj


def principled(name, color, metallic, roughness, noise_scale=0.0, wear=None):
    mat = bpy.data.materials.new(name)
    mat.use_nodes = True
    nt = mat.node_tree
    bsdf = nt.nodes["Principled BSDF"]
    bsdf.inputs["Base Color"].default_value = color
    bsdf.inputs["Metallic"].default_value = metallic
    bsdf.inputs["Roughness"].default_value = roughness
    if noise_scale > 0.0 and wear is not None:
        tex = nt.nodes.new("ShaderNodeTexNoise")
        tex.inputs["Scale"].default_value = noise_scale
        tex.inputs["Detail"].default_value = 8.0
        tex.inputs["Roughness"].default_value = 0.55
        mix = nt.nodes.new("ShaderNodeMix")
        mix.data_type = "RGBA"
        mix.inputs["A"].default_value = color
        mix.inputs["B"].default_value = wear
        fac = mix.inputs.get("Factor") or mix.inputs.get("Fac")
        nt.links.new(tex.outputs["Fac"], fac)
        nt.links.new(mix.outputs["Result"], bsdf.inputs["Base Color"])
        rmix = nt.nodes.new("ShaderNodeMix")
        rmix.data_type = "FLOAT"
        rmix.inputs["A"].default_value = roughness
        rmix.inputs["B"].default_value = min(1.0, roughness + 0.18)
        rfac = rmix.inputs.get("Factor") or rmix.inputs.get("Fac")
        nt.links.new(tex.outputs["Fac"], rfac)
        nt.links.new(rmix.outputs["Result"], bsdf.inputs["Roughness"])
    return mat


def assign_slots(obj, hay, twine):
    mats = obj.data.materials
    wanted = (hay, twine)
    for i, mat in enumerate(wanted):
        if i < len(mats):
            mats[i] = mat
        else:
            mats.append(mat)


def world_bbox(obj):
    corners = [obj.matrix_world @ Vector(c) for c in obj.bound_box]
    xs = [c.x for c in corners]
    ys = [c.y for c in corners]
    zs = [c.z for c in corners]
    return (min(xs), min(ys), min(zs), max(xs), max(ys), max(zs))


def uv_stats(mesh):
    uv = mesh.uv_layers.active
    if uv is None:
        return 0.0, 0.0, 1.0, 1.0, 0, 1.0
    data = uv.data
    us = [loop.uv[0] for loop in data]
    vs = [loop.uv[1] for loop in data]
    aabbs = []
    for poly in mesh.polygons:
        pu = [data[i].uv[0] for i in poly.loop_indices]
        pv = [data[i].uv[1] for i in poly.loop_indices]
        aabbs.append((min(pu), min(pv), max(pu), max(pv)))
    overlap = 0.0
    for i in range(len(aabbs)):
        a = aabbs[i]
        for j in range(i + 1, len(aabbs)):
            b = aabbs[j]
            x0 = max(a[0], b[0])
            y0 = max(a[1], b[1])
            x1 = min(a[2], b[2])
            y1 = min(a[3], b[3])
            overlap += max(0.0, x1 - x0) * max(0.0, y1 - y0)
    return min(us), min(vs), max(us), max(vs), overlap, len(aabbs)


def make_lod(obj, name, ratio, skip_decimate):
    mesh = obj.data.copy()
    lod = bpy.data.objects.new(name, mesh)
    lod.matrix_world = obj.matrix_world.copy()
    bpy.context.scene.collection.objects.link(lod)
    if not skip_decimate and 0.0 < ratio < 1.0:
        mod = lod.modifiers.new("DecimateBudget", "DECIMATE")
        mod.decimate_type = "COLLAPSE"
        mod.ratio = ratio
    return lod


def convex_hull_collider(obj, name):
    # Duplicated from snippets/convex_hull_collider.py (not a package).
    mesh = bpy.data.meshes.new(name)
    bm = bmesh.new()
    try:
        bm.from_mesh(obj.data)
        result = bmesh.ops.convex_hull(bm, input=list(bm.verts))
        interior = result.get("geom_interior") or []
        unused = result.get("geom_unused") or []
        if interior:
            bmesh.ops.delete(bm, geom=interior, context="VERTS")
        if unused:
            bmesh.ops.delete(bm, geom=unused, context="VERTS")
        bm.to_mesh(mesh)
        mesh.update()
    finally:
        bm.free()
    collider = bpy.data.objects.new(name, mesh)
    bpy.context.collection.objects.link(collider)
    collider.matrix_world = obj.matrix_world.copy()
    return collider


def setup_bake_image(obj, target_mat, size=BAKE_RES):
    # Adapted from snippets/setup_bake_target_image.py — do not replace slots.
    if not obj.data.uv_layers:
        return None, None
    img = bpy.data.images.new("HayBaleNrm", size, size, alpha=True, float_buffer=False)
    img.colorspace_settings.name = "Non-Color"
    nodes = target_mat.node_tree.nodes
    tex = nodes.new("ShaderNodeTexImage")
    tex.image = img
    nodes.active = tex
    tex.select = True
    obj.active_material_index = HAY_IDX
    return img, tex


def bake_normal(high, low):
    # Duplicated from snippets/bake_normal_high_to_low.py (not a package).
    scene = bpy.context.scene
    scene.render.engine = "CYCLES"
    scene.cycles.device = "CPU"
    scene.cycles.samples = 1
    scene.cycles.use_denoising = False
    for ob in bpy.context.view_layer.objects:
        ob.select_set(False)
    high.select_set(True)
    low.select_set(True)
    bpy.context.view_layer.objects.active = low
    return bpy.ops.object.bake(
        type="NORMAL",
        use_selected_to_active=True,
        cage_extrusion=CAGE_EXTRUSION,
        use_cage=False,
        normal_space="TANGENT",
        margin=4,
        margin_type="ADJACENT_FACES",
        use_clear=True,
        target="IMAGE_TEXTURES",
    )


def export_unity(path, objects):
    # Duplicated from snippets/export_preset_unity.py (not a package).
    for ob in bpy.context.view_layer.objects:
        ob.select_set(False)
    for ob in objects:
        ob.select_set(True)
    bpy.context.view_layer.objects.active = objects[0]
    bpy.ops.export_scene.gltf(
        filepath=path,
        use_selection=True,
        export_yup=True,
        export_apply=True,
        export_draco_mesh_compression_enable=False,
        export_animations=False,
    )


def check(skip_decimate, lift_z=False):
    bpy.ops.wm.read_factory_settings(use_empty=True)
    low = build_bale_mesh("BaleLow", bevel_offset=0.016, bevel_segments=2)
    high = build_bale_mesh("BaleHigh", bevel_offset=0.016, bevel_segments=4)
    hay = principled(
        "BaleHay",
        (0.66, 0.52, 0.18, 1.0),
        0.0,
        0.78,
        noise_scale=22.0,
        wear=(0.48, 0.36, 0.10, 1.0),
    )
    twine = principled(
        "BaleTwine",
        (0.22, 0.16, 0.08, 1.0),
        0.0,
        0.58,
        noise_scale=14.0,
        wear=(0.14, 0.10, 0.05, 1.0),
    )
    assign_slots(low, hay, twine)
    assign_slots(high, hay, twine)
    if lift_z:
        for v in low.data.vertices:
            v.co.z += LIFT_Z
        low.data.update()

    if low.data is None or len(low.data.polygons) < 6:
        return fail("hay bale mesh did not build", 3), None, None, None, None, None

    base_tris = triangle_count(low.data)
    mats = [s for s in low.data.materials if s is not None]
    nmat = len(mats)
    distinct_mats = len({id(s) for s in mats})
    idx_counts = {}
    for poly in low.data.polygons:
        idx_counts[poly.material_index] = idx_counts.get(poly.material_index, 0) + 1
    print(f"measured mat_index_counts={idx_counts}")
    u0, v0, u1, v1, overlap, nfaces = uv_stats(low.data)
    bb = world_bbox(low)
    size_x = bb[3] - bb[0]
    size_y = bb[4] - bb[1]
    size_z = bb[5] - bb[2]

    img, tex = setup_bake_image(low, hay)
    if img is None:
        return fail("hay bale has no UV layer", 3), None, None, None, None, None
    bake_result = bake_normal(high, low)

    lod1 = make_lod(low, "BaleLOD1", LOD1_TARGET, skip_decimate)
    lod2 = make_lod(low, "BaleLOD2", LOD2_TARGET, skip_decimate)
    bpy.context.view_layer.update()
    lod1_tris = evaluated_triangle_count(lod1)
    lod2_tris = evaluated_triangle_count(lod2)
    r1 = lod1_tris / base_tris if base_tris else 0.0
    r2 = lod2_tris / base_tris if base_tris else 0.0

    collider_src = build_bale_mesh("BaleColSrc", bevel_offset=0.0, bevel_segments=1)
    collider = convex_hull_collider(collider_src, "BaleCollider")
    bpy.data.objects.remove(collider_src, do_unlink=True)
    col_tris = triangle_count(collider.data)

    export_path = os.path.join(
        tempfile.gettempdir(),
        f"bdt_hay_bale_{os.getpid()}.glb",
    )
    if os.path.exists(export_path):
        os.remove(export_path)
    export_unity(export_path, [low, collider])
    export_size = os.path.getsize(export_path) if os.path.isfile(export_path) else 0

    print(
        f"blender={tuple(bpy.app.version)} skip_decimate={skip_decimate}"
    )
    print(
        f"measured base_tris={base_tris} lod1_tris={lod1_tris} "
        f"lod2_tris={lod2_tris} r1={r1:.4f} r2={r2:.4f}"
    )
    print(
        f"measured nmat={nmat} uv=({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f}) "
        f"overlap={overlap:.6f} nfaces={nfaces}"
    )
    print(
        f"measured bbox=({size_x:.4f},{size_y:.4f},{size_z:.4f}) "
        f"outer={OUTER_SIZE} zmin={bb[2]:.4f}"
    )
    hyg = hygiene_audit(low.data)
    gap = min_mat_distance(low.data, TWINE_IDX, HAY_IDX)
    print(
        f"measured collider_tris={col_tris} bake={bake_result} "
        f"bake_has_data={img.has_data} export_bytes={export_size}"
    )
    print(
        f"measured hygiene loose_v={hyg['loose_v']} loose_e={hyg['loose_e']} "
        f"nonman={hyg['nonman']} zero_area={hyg['zero_area']} "
        f"doubles={hyg['doubles']} ngons={hyg['ngons']} euler={hyg['euler']}"
    )
    print(f"measured hay_twine_gap={gap:.5f} zmin={bb[2]:.6f}")

    if not (BASE_TRIS_MIN <= base_tris <= BASE_TRIS_MAX):
        return fail(
            f"base tris {base_tris} not in [{BASE_TRIS_MIN}, {BASE_TRIS_MAX}]",
            4,
        ), None, None, None, None, None
    if nmat != MATERIAL_COUNT or distinct_mats != MATERIAL_COUNT:
        return fail(
            f"material slots {nmat} distinct {distinct_mats} != {MATERIAL_COUNT}",
            5,
        ), None, None, None, None, None
    if idx_counts.get(HAY_IDX, 0) < HAY_FACES_MIN:
        return fail(
            f"hay faces {idx_counts.get(HAY_IDX, 0)} < {HAY_FACES_MIN}",
            5,
        ), None, None, None, None, None
    if idx_counts.get(TWINE_IDX, 0) < TWINE_FACES_MIN:
        return fail(
            f"twine faces {idx_counts.get(TWINE_IDX, 0)} < {TWINE_FACES_MIN}",
            5,
        ), None, None, None, None, None
    if u0 < -UV_EPS or v0 < -UV_EPS or u1 > 1.0 + UV_EPS or v1 > 1.0 + UV_EPS:
        return fail(
            f"UVs outside 0..1: ({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f})",
            6,
        ), None, None, None, None, None
    if overlap > UV_OVERLAP_MAX:
        return fail(
            f"UV AABB overlap {overlap:.6f} > {UV_OVERLAP_MAX}",
            7,
        ), None, None, None, None, None
    if (
        abs(size_x - OUTER_SIZE[0]) > BBOX_TOL
        or abs(size_y - OUTER_SIZE[1]) > BBOX_TOL
        or abs(size_z - OUTER_SIZE[2]) > BBOX_TOL
    ):
        return fail(
            f"bbox ({size_x:.4f},{size_y:.4f},{size_z:.4f}) "
            f"off outer {OUTER_SIZE}",
            8,
        ), None, None, None, None, None
    if not (LOD1_RATIO_MIN <= r1 <= LOD1_RATIO_MAX):
        return fail(
            f"LOD1 ratio {r1:.4f} not in [{LOD1_RATIO_MIN}, {LOD1_RATIO_MAX}] "
            "(--skip-decimate is the designed fail)",
            9,
        ), None, None, None, None, None
    if not (LOD2_RATIO_MIN <= r2 <= LOD2_RATIO_MAX):
        return fail(
            f"LOD2 ratio {r2:.4f} not in [{LOD2_RATIO_MIN}, {LOD2_RATIO_MAX}]",
            9,
        ), None, None, None, None, None
    if col_tris > COLLIDER_TRIS_MAX:
        return fail(
            f"collider tris {col_tris} > {COLLIDER_TRIS_MAX}",
            11,
        ), None, None, None, None, None
    if bake_result != {"FINISHED"} or not img.has_data:
        return fail(
            f"bake failed result={bake_result} has_data={img.has_data}",
            12,
        ), None, None, None, None, None
    if export_size <= 0:
        return fail("export file missing or empty", 13), None, None, None, None, None
    if (
        hyg["loose_v"]
        or hyg["loose_e"]
        or hyg["nonman"]
        or hyg["zero_area"]
        or hyg["doubles"]
        or hyg["ngons"]
    ):
        return fail(
            f"hygiene loose_v={hyg['loose_v']} loose_e={hyg['loose_e']} "
            f"nonman={hyg['nonman']} zero_area={hyg['zero_area']} "
            f"doubles={hyg['doubles']} ngons={hyg['ngons']}",
            15,
        ), None, None, None, None, None
    if abs(bb[2]) > ZMIN_EPS:
        return fail(
            f"zmin {bb[2]:.6f} not within {ZMIN_EPS} of 0 "
            "(--lift-z is the designed fail)",
            16,
        ), None, None, None, None, None
    if gap > GAP_MAX:
        return fail(
            f"hay-twine gap {gap:.5f} > {GAP_MAX} (twine must cinch the loaf)",
            17,
        ), None, None, None, None, None
    return 0, low, high, hay, tex, collider


def wire_normal(mat, tex):
    nt = mat.node_tree
    bsdf = nt.nodes["Principled BSDF"]
    nrm = nt.nodes.new("ShaderNodeNormalMap")
    nrm.inputs["Strength"].default_value = 1.0
    nt.links.new(tex.outputs["Color"], nrm.inputs["Color"])
    nt.links.new(nrm.outputs["Normal"], bsdf.inputs["Normal"])


def render_still(low, hay, tex, path, engine):
    scene = bpy.context.scene
    wire_normal(hay, tex)
    for ob in list(scene.objects):
        if ob.type == "MESH" and ob != low:
            ob.hide_render = True
            ob.hide_viewport = True

    low.rotation_euler.z = math.radians(-32.0)

    floor_me = bpy.data.meshes.new("Floor")
    bm = bmesh.new()
    try:
        bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=14.0)
        bm.to_mesh(floor_me)
    finally:
        bm.free()
    fmat = bpy.data.materials.new("Floor")
    fmat.use_nodes = True
    fb = fmat.node_tree.nodes["Principled BSDF"]
    fb.inputs["Base Color"].default_value = (0.03, 0.032, 0.037, 1.0)
    fb.inputs["Roughness"].default_value = 0.7
    floor_me.materials.append(fmat)
    floor = bpy.data.objects.new("Floor", floor_me)
    scene.collection.objects.link(floor)
    wall = bpy.data.objects.new("Wall", floor_me.copy())
    wall.location = (0.0, 8.5, 0.0)
    wall.rotation_euler = (math.radians(90), 0.0, 0.0)
    scene.collection.objects.link(wall)

    world = bpy.data.worlds.new("World")
    world.use_nodes = True
    world.node_tree.nodes["Background"].inputs["Color"].default_value = (
        0.02, 0.021, 0.025, 1.0,
    )
    scene.world = world

    def light(name, loc, energy, size, col, rot):
        ld = bpy.data.lights.new(name, "AREA")
        ld.energy = energy
        ld.size = size
        ld.color = col
        ob = bpy.data.objects.new(name, ld)
        ob.location = loc
        ob.rotation_euler = tuple(math.radians(a) for a in rot)
        scene.collection.objects.link(ob)

    light("Key", (-3.6, -5.0, 5.4), 660.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36))
    light("Fill", (5.0, -3.4, 2.4), 46.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50))
    light("Wedge", (2.2, 4.0, 3.8), 600.0, 5.5, (1.0, 0.70, 0.40), (-70, 0, 198))

    cam_data = bpy.data.cameras.new("Cam")
    cam_data.lens = 50.0
    cam = bpy.data.objects.new("Cam", cam_data)
    cam.location = (1.26, -1.53, 0.88)
    scene.collection.objects.link(cam)
    aim = bpy.data.objects.new("Aim", None)
    aim.location = (0.0, 0.0, 0.15)
    scene.collection.objects.link(aim)
    con = cam.constraints.new("TRACK_TO")
    con.target = aim
    con.track_axis = "TRACK_NEGATIVE_Z"
    con.up_axis = "UP_Y"
    scene.camera = cam

    scene.render.engine = "CYCLES" if engine == "cycles" else eevee_engine_id()
    if engine == "cycles":
        scene.cycles.samples = 32
        scene.cycles.device = "CPU"
    else:
        try:
            scene.eevee.taa_render_samples = 64
        except AttributeError:
            pass
    scene.render.resolution_x = 1280
    scene.render.resolution_y = 720
    scene.render.image_settings.file_format = (
        "WEBP" if path.lower().endswith(".webp") else "PNG"
    )
    if path.lower().endswith(".webp"):
        scene.render.image_settings.quality = 90
    scene.render.filepath = path
    scene.view_settings.view_transform = "Standard"

    fcode = gallery_framing.check_framing(
        scene, cam, hero=[low], elements=[low], stage=[floor, wall],
    )
    if fcode:
        return fcode
    bpy.ops.render.render(write_still=True)
    if not (os.path.exists(path) and os.path.getsize(path) > 0):
        return fail("render produced no file", 14)
    return 0


def main():
    argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
    p = argparse.ArgumentParser()
    p.add_argument("--output", default=None)
    p.add_argument("--engine", default="eevee", choices=("eevee", "cycles"))
    p.add_argument(
        "--skip-decimate",
        action="store_true",
        help="falsification: skip the LOD DECIMATE stage",
    )
    p.add_argument(
        "--lift-z",
        action="store_true",
        help="falsification: lift the mesh so zmin fails the grounded budget",
    )
    args = p.parse_args(argv)

    code, low, _high, hay, tex, _col = check(args.skip_decimate, lift_z=args.lift_z)
    if code:
        return code
    if args.output:
        rcode = render_still(low, hay, tex, os.path.abspath(args.output), args.engine)
        if rcode:
            return rcode
        print(f"rendered still {args.output}")
    print("hay-bale OK")
    return 0


if __name__ == "__main__":
    try:
        sys.exit(main())
    except Exception as e:
        traceback.print_exc()
        print(f"FATAL: {e}", file=sys.stderr)
        sys.exit(1)