Proves the full asset pipeline: concept image → Trellis 3D → Blender post-process → Godot render with toon shader and recolor masks. Key findings: - gltf/embedded_image_handling=3 required (extract mode silently fails) - Luminance-preserving recolor shader keeps texture detail - Trellis output quality is sufficient for isometric game assets - Camera uses pivot-based system with screen-aligned WASD pan Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
22 lines
403 B
Plaintext
22 lines
403 B
Plaintext
; Settled Reach — 3D Pipeline Spike
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; Trellis GLB models + toon shader + recolor mask pipeline
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[application]
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config/name="SR 3D Pipeline Spike"
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run/main_scene="res://scenes/spike_3d.tscn"
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config/features=PackedStringArray("4.6")
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[display]
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window/size/viewport_width=1280
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window/size/viewport_height=720
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[rendering]
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renderer/rendering_method="gl_compatibility"
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[gltf]
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embedded_image_handling=3
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