Documents the content-author contract for catalog item GLBs: slot_ material naming + deriveSlotId rules, authored defaults and pascal_material extras, the cutout reserved mesh, the ~1 UV unit/m world scale, vertex colours for fixed detail, and the validated Blender + glTF export recipe (Custom Properties export gotcha, gltfpack -ke extras preservation). Indexes the page in the architecture README and links it from materials-and-themes.md (previously a dangling "phase-6 Blender recipe" reference). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
88 lines
4.7 KiB
Markdown
88 lines
4.7 KiB
Markdown
# Item authoring (paintable GLBs)
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How to author a catalog item GLB so the editor keeps its materials as the default
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appearance **and** exposes named parts as paintable **slots**. This is the content-author
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contract for the file format; the runtime side (how a slot's colour is resolved and
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re-applied) lives in [materials-and-themes](materials-and-themes.md), and procedural
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slot declarations live in [node-definitions](node-definitions.md).
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The whole convention is opt-in by material name — an item with no slot materials renders
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its authored/baked look untouched and exposes nothing to paint.
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## The slot contract
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A glTF **material** whose name starts with `slot_` (case-insensitive) marks a paintable
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part. The canonical rules live in `packages/core/src/lib/slots.ts` and are shared by both
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the upload scan and the renderer, so authored names, stored slot metadata, and runtime
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meshes can never drift:
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- **One material per paintable part, named `slot_<part>`.** e.g. `slot_frame`,
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`slot_seat`, `slot_bed_frame`.
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- **The slot id is derived** by `deriveSlotId`: strip the `slot_` prefix, drop a Blender
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numeric-dedupe suffix (`.001`), lowercase the rest. So `slot_Bed_Frame` and
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`slot_bed_frame.001` both resolve to the slot `bed_frame`. Splitting one logical part
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across several Blender materials that dedupe to the same id **merges** them into a
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single slot — intentional, so a part split for modelling reasons still paints as one.
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- **Unmarked materials stay authored, forever.** A material without the `slot_` prefix
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renders exactly as authored and exposes no slot. This is the right choice for fixed
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labels, decals, signage, and baked detail (e.g. a fire-alarm sign, an AC front panel).
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- **Paintable by naming alone.** A solid-colour slot samples no UVs, so a flat-colour
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item becomes fully paintable just by renaming its materials — no re-unwrap needed.
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## Default appearance
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The default look of a slot is **the authored material's own data** (its
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`baseColorFactor` / maps), never encoded in the slot name. Painting a slot overrides that
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default; resetting returns to it.
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Curated cross-item defaults (e.g. "this seat defaults to the catalog linen") travel
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**with the asset** as `pascal_material` glTF material extras, read at runtime from
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`material.userData.pascal_material`. They're optional — with none present, the authored
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material is the default.
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## Reserved names
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- **`cutout`** — a **mesh** (not a material) named `cutout` is treated as a boolean-cut
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helper: it is hidden at runtime and never becomes a slot or a visible surface. Use it
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for the negative volume a host opening subtracts, not for geometry you want shown.
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## UV world scale (~1 unit per metre)
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Tileable finishes assume the same world-scale UV contract as procedural surfaces: **1 UV
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unit = 1 m** (see [materials-and-themes](materials-and-themes.md) → *Texture world
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scale*). This is an **authoring requirement, not a render-time correction** — the slot
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validator's UV-presence check flags slots that need UVs and don't have them. Flat-colour
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slots need no UVs at all.
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For fixed multi-colour detail *within* one slot, bake it into **vertex colours**: painting
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swaps the slot's material but vertex colours ride along, so a two-tone part stays two-tone
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under any finish.
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## Blender recipe (validated)
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1. **Apply scale** — `Ctrl+A` → Scale, so 1 Blender unit exports as 1 m and the UV
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world-scale promise holds.
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2. **Rename materials** to `slot_<part>` for each paintable part.
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3. **Hard-surface slots** — UV → **Cube Projection** with **Cube Size = 1.0**. This gives
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exactly 1 UV unit/m by construction; overlapping islands are fine because finishes tile
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and nothing is baked.
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4. **Curved / soft slots** — use the **Texel Density** addon at **10.24 px/cm @ 1024 px**.
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5. **Check** with a UV grid texture before exporting.
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## Export (critical)
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- **Custom Properties must be enabled.** In the Blender glTF exporter, turn on
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*Include → Custom Properties*, or `pascal_material` extras never reach the GLB and
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curated defaults are silently lost.
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- **Preserve extras through optimisation.** Run an extras-preserving optimiser — gltfpack
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with `-ke` (keep extras). Author-side extras are read once at upload, so any stripping
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between export and upload loses them; the validator warns when extras look stripped.
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## How the editor reads the result
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On load, the renderer keeps the GLB's authored materials and, for every material whose
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name derives a slot id, captures that slot on the instance so the paint tool can target
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`(nodeId, slotId)`. Items authored with no `slot_` materials simply render their authored
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look and expose no slots — there is no separate "mode" to set; the behaviour follows from
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the material names in the file.
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