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wall-torch

A procedural wall-mounted torch sconce with a dressed stone plaque, iron bracket, wooden haft, and emissive flame 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: 848 tris, four materials with 162 stone, 134 metal, and 44 flame faces, UVs in 0..1 with zero AABB overlap, outer AABB 0.384×0.360×0.670 m, LOD ratios in band (5.2 COLLAPSE 8 tris leaner on LOD2), convex collider 92 tris, non-empty glTF. --skip-decimate exits 9 on the LOD1 ratio budget.
blender --background --python showcase/wall-torch/wall_torch.py --

A showcase piece, not an example. Procedural wall-mounted torch sconce (dressed stone plaque, iron bracket and cup, wooden haft, emissive flame) 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, procedural-materials-and-shaders, 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).

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 | 800–920 | 848 / 848 / 848 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2193 / 0.2193 / 0.2099 | | Materials | exactly 4 distinct, ≥24 stone, ≥24 metal, ≥8 flame | 4 slots, 162 stone, 134 metal, 44 flame | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (0.384, 0.360, 0.670) m ± 0.01 | (0.3840, 0.3600, 0.6700), zmin 0.140 | | Collider tris | ≤ 120 | 92 | | Export | written, size > 0 | 69060 / 69060 / 69048 bytes |

DECIMATE COLLAPSE triangle counts are not identical across series — 5.2.1 is 8 tris leaner on LOD2. 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 12 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. That is the named budget the falsifier violates.

Run

blender --background --python wall_torch.py --
blender --background --python wall_torch.py -- --skip-decimate
blender --background --python wall_torch.py -- --output torch.png

Smoke does not pass --output or --skip-decimate.

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 ≠ 4 distinct slots, or stone/metal/flame 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 |

Source

showcase/wall-torch/wall_torch.py View on GitHub →
"""Game-ready wall torch sconce — a showcase piece, not an example.

Asserts budget conformance of a procedural wall-mounted torch after composing
shipped pipeline pieces: bmesh construction, UVs, four 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.

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 wall_torch.py --
    blender --background --python wall_torch.py -- --skip-decimate
    blender --background --python wall_torch.py -- --output torch.png
"""
import argparse
import math
import os
import sys
import tempfile
import traceback

import bmesh
import bpy
from mathutils import Euler, Vector

# 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

WALL_W = 0.36
WALL_D = 0.10
WALL_H = 0.58
BBOX_TOL = 0.01
# Fitted after locking geometry. Recomputed from bound_box.
OUTER_SIZE = (0.384, 0.360, 0.670)

BASE_TRIS_MIN = 800
BASE_TRIS_MAX = 920
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 = 4
UV_EPS = 1e-4
UV_OVERLAP_MAX = 1e-5
COLLIDER_TRIS_MAX = 120
BAKE_RES = 256
CAGE_EXTRUSION = 0.06
STONE_FACES_MIN = 24
METAL_FACES_MIN = 24
FLAME_FACES_MIN = 8

STONE_IDX = 0
METAL_IDX = 1
WOOD_IDX = 2
FLAME_IDX = 3


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_oriented_box(bm, a, b, scale_xy, mat_idx):
    a = Vector(a)
    b = Vector(b)
    delta = b - a
    length = delta.length
    if length < 1e-8:
        return []
    quat = Vector((0.0, 0.0, 1.0)).rotation_difference(delta.normalized())
    eul = quat.to_euler("XYZ")
    return add_box(
        bm,
        ((a + b) * 0.5),
        (scale_xy[0], scale_xy[1], length),
        mat_idx,
        euler=(eul.x, eul.y, eul.z),
    )


def add_cone(bm, loc, radius1, radius2, depth, segments, mat_idx, euler=(0.0, 0.0, 0.0)):
    geo = bmesh.ops.create_cone(
        bm,
        cap_ends=True,
        cap_tris=False,
        segments=segments,
        radius1=radius1,
        radius2=radius2,
        depth=depth,
    )
    verts = list(geo["verts"])
    rot = Euler(euler).to_matrix()
    origin = Vector(loc)
    for v in verts:
        v.co = rot @ v.co + 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_cylinder(bm, loc, radius, depth, segments, mat_idx, euler=(0.0, 0.0, 0.0)):
    return add_cone(bm, loc, radius, radius, depth, segments, mat_idx, euler=euler)


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)
            x = (major + minor * math.cos(v)) * math.cos(u)
            y = (major + minor * math.cos(v)) * math.sin(u)
            z = minor * math.sin(v)
            ring.append(bm.verts.new((x, y, z)))
        rings.append(ring)
    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 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 build_torch_mesh(name, bevel_offset, bevel_segments):
    bm = bmesh.new()
    metal_faces = set()
    flame_faces = set()
    try:
        # One dressed plaque — a tile grid reads as bathroom masonry.
        add_box(
            bm,
            (0.0, 0.0, WALL_H / 2.0),
            (WALL_W, WALL_D, WALL_H),
            STONE_IDX,
        )
        add_box(
            bm,
            (0.0, WALL_D / 2.0 + 0.010, WALL_H / 2.0),
            (WALL_W - 0.048, 0.022, WALL_H - 0.070),
            STONE_IDX,
        )
        add_box(
            bm,
            (0.0, 0.0, WALL_H + 0.014),
            (WALL_W + 0.024, WALL_D + 0.024, 0.030),
            STONE_IDX,
        )

        plate_y = WALL_D / 2.0 + 0.024
        plate_z = 0.30
        before = set(bm.faces)
        add_box(bm, (0.0, plate_y, plate_z), (0.14, 0.018, 0.20), METAL_IDX)
        add_box(bm, (0.0, plate_y, plate_z + 0.078), (0.18, 0.014, 0.028), METAL_IDX)
        add_box(bm, (0.0, plate_y, plate_z - 0.078), (0.18, 0.014, 0.028), METAL_IDX)
        add_rim(
            bm,
            (0.0, plate_y + 0.020, plate_z + 0.016),
            0.048,
            0.009,
            METAL_IDX,
            euler=(math.radians(90.0), 0.0, 0.0),
        )
        arm_y0 = plate_y + 0.012
        arm_y1 = plate_y + 0.15
        cup_z = 0.26
        add_oriented_box(
            bm,
            (0.032, arm_y0, plate_z - 0.018),
            (0.020, arm_y1, cup_z + 0.036),
            (0.018, 0.018),
            METAL_IDX,
        )
        add_oriented_box(
            bm,
            (-0.032, arm_y0, plate_z - 0.018),
            (-0.020, arm_y1, cup_z + 0.036),
            (0.018, 0.018),
            METAL_IDX,
        )
        add_cone(
            bm,
            (0.0, arm_y1 + 0.012, cup_z),
            0.062,
            0.034,
            0.062,
            14,
            METAL_IDX,
        )
        add_cylinder(
            bm,
            (0.0, arm_y1 + 0.012, cup_z - 0.042),
            0.054,
            0.014,
            14,
            METAL_IDX,
        )
        metal_faces.update(set(bm.faces) - before)

        stick_z0 = cup_z - 0.018
        stick_z1 = 0.50
        add_cylinder(
            bm,
            (0.0, arm_y1 + 0.012, (stick_z0 + stick_z1) / 2.0),
            0.026,
            stick_z1 - stick_z0,
            12,
            WOOD_IDX,
        )
        add_cone(
            bm,
            (0.0, arm_y1 + 0.012, 0.46),
            0.050,
            0.030,
            0.12,
            12,
            WOOD_IDX,
        )

        before = set(bm.faces)
        flame_y = arm_y1 + 0.012
        add_cone(bm, (0.0, flame_y, 0.56), 0.048, 0.006, 0.22, 10, FLAME_IDX)
        add_cone(
            bm,
            (0.018, flame_y - 0.010, 0.545),
            0.030,
            0.004,
            0.16,
            9,
            FLAME_IDX,
            euler=(0.0, math.radians(16.0), 0.0),
        )
        add_cone(
            bm,
            (-0.016, flame_y + 0.012, 0.54),
            0.028,
            0.004,
            0.15,
            9,
            FLAME_IDX,
            euler=(math.radians(-12.0), math.radians(-14.0), 0.0),
        )
        add_cone(
            bm,
            (0.006, flame_y + 0.004, 0.58),
            0.018,
            0.003,
            0.12,
            8,
            FLAME_IDX,
            euler=(math.radians(8.0), math.radians(6.0), 0.0),
        )
        flame_faces.update(set(bm.faces) - before)

        for v in bm.verts:
            v.co.z += 0.14

        if bevel_offset > 0.0:
            stone_edges = [
                e for e in bm.edges
                if any(f.material_index == STONE_IDX for f in e.link_faces)
            ]
            if stone_edges:
                bmesh.ops.bevel(
                    bm,
                    geom=stone_edges,
                    offset=bevel_offset,
                    segments=bevel_segments,
                    profile=0.5,
                    affect="EDGES",
                    clamp_overlap=True,
                )

        pack_uvs(bm)
        bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces))
        for face in bm.faces:
            face.smooth = face.material_index != STONE_IDX
        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(35.0):
                    edge.smooth = False
        for f in metal_faces:
            if f.is_valid:
                f.material_index = METAL_IDX
        for f in flame_faces:
            if f.is_valid:
                f.material_index = FLAME_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, emission=0.0, emission_color=None):
    mat = bpy.data.materials.new(name)
    mat.use_nodes = True
    bsdf = mat.node_tree.nodes["Principled BSDF"]
    bsdf.inputs["Base Color"].default_value = color
    bsdf.inputs["Metallic"].default_value = metallic
    bsdf.inputs["Roughness"].default_value = roughness
    if emission > 0.0:
        ecol = emission_color or color
        if "Emission Color" in bsdf.inputs:
            bsdf.inputs["Emission Color"].default_value = ecol
            bsdf.inputs["Emission Strength"].default_value = emission
        elif "Emission" in bsdf.inputs:
            bsdf.inputs["Emission"].default_value = ecol
    return mat


def assign_slots(obj, stone, metal, wood, flame):
    mats = obj.data.materials
    slots = (stone, metal, wood, flame)
    if len(mats) == 0:
        for s in slots:
            mats.append(s)
        return
    for i, s in enumerate(slots):
        if i < len(mats):
            mats[i] = s
        else:
            mats.append(s)


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):
    if not obj.data.uv_layers:
        return None, None
    img = bpy.data.images.new("TorchNrm", 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 = STONE_IDX
    return img, tex


def bake_normal(high, low):
    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):
    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):
    bpy.ops.wm.read_factory_settings(use_empty=True)
    low = build_torch_mesh("TorchLow", bevel_offset=0.004, bevel_segments=2)
    high = build_torch_mesh("TorchHigh", bevel_offset=0.004, bevel_segments=4)
    stone = principled("TorchStone", (0.36, 0.34, 0.30, 1.0), 0.0, 0.72)
    metal = principled("TorchMetal", (0.14, 0.12, 0.10, 1.0), 0.88, 0.38)
    wood = principled("TorchWood", (0.22, 0.11, 0.05, 1.0), 0.0, 0.64)
    flame = principled(
        "TorchFlame",
        (1.0, 0.28, 0.04, 1.0),
        0.0,
        0.48,
        emission=1.6,
        emission_color=(1.0, 0.30, 0.05, 1.0),
    )
    assign_slots(low, stone, metal, wood, flame)
    assign_slots(high, stone, metal, wood, flame)

    if low.data is None or len(low.data.polygons) < 6:
        return fail("torch 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, stone)
    if img is None:
        return fail("torch has no UV layer", 3), None, None, None, None, None
    bake_result = bake_normal(high, low)

    lod1 = make_lod(low, "TorchLOD1", LOD1_TARGET, skip_decimate)
    lod2 = make_lod(low, "TorchLOD2", 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_torch_mesh("TorchColSrc", bevel_offset=0.0, bevel_segments=1)
    collider = convex_hull_collider(collider_src, "TorchCollider")
    bpy.data.objects.remove(collider_src, do_unlink=True)
    col_tris = triangle_count(collider.data)

    export_path = os.path.join(
        tempfile.gettempdir(),
        f"bdt_wall_torch_{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}"
    )
    print(
        f"measured collider_tris={col_tris} bake={bake_result} "
        f"bake_has_data={img.has_data} export_bytes={export_size}"
    )

    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(STONE_IDX, 0) < STONE_FACES_MIN:
        return fail(
            f"stone faces {idx_counts.get(STONE_IDX, 0)} < {STONE_FACES_MIN}",
            5,
        ), None, None, None, None, None
    if idx_counts.get(METAL_IDX, 0) < METAL_FACES_MIN:
        return fail(
            f"metal faces {idx_counts.get(METAL_IDX, 0)} < {METAL_FACES_MIN}",
            5,
        ), None, None, None, None, None
    if idx_counts.get(FLAME_IDX, 0) < FLAME_FACES_MIN:
        return fail(
            f"flame faces {idx_counts.get(FLAME_IDX, 0)} < {FLAME_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
    return 0, low, high, stone, 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, stone, tex, path, engine):
    scene = bpy.context.scene
    wire_normal(stone, tex)
    for ob in list(scene.objects):
        if ob.type == "MESH" and ob != low:
            ob.hide_render = True
            ob.hide_viewport = True

    # Sconce is built on +Y; camera sits in -Y, so yaw 180 so the flame faces us.
    low.rotation_euler.z = math.radians(142.0)

    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), 640.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36))
    light("Fill", (5.0, -3.4, 2.4), 42.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50))
    light("Wedge", (2.2, 4.0, 3.8), 560.0, 5.5, (1.0, 0.70, 0.40), (-70, 0, 198))
    # Small warm key on the flame so emission reads in EEVEE stills.
    light("FlameKick", (0.4, 1.2, 1.1), 90.0, 0.6, (1.0, 0.55, 0.22), (40, 0, 160))

    cam_data = bpy.data.cameras.new("Cam")
    cam_data.lens = 50.0
    cam = bpy.data.objects.new("Cam", cam_data)
    cam.location = (1.10, -1.70, 0.64)
    scene.collection.objects.link(cam)
    aim = bpy.data.objects.new("Aim", None)
    aim.location = (0.0, 0.06, 0.48)
    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",
    )
    args = p.parse_args(argv)

    code, low, _high, stone, tex, _col = check(args.skip_decimate)
    if code:
        return code
    if args.output:
        rcode = render_still(low, stone, tex, os.path.abspath(args.output), args.engine)
        if rcode:
            return rcode
        print(f"rendered still {args.output}")
    print("wall-torch 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)