spear-sim / spear

SPEAR: A Simulator for Photorealistic Embodied AI Research
MIT License
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Adding apartment_0000 #205

Closed ahlamiki closed 1 year ago

ahlamiki commented 1 year ago

Adding apartment_0000. This scene uses the UE5 latest features, lumen illumination and it has several assets and textures made from scratch for the development of a high quality apartment. In addition to that, I implemented physics constraints to the articulable parts of the furniture in order to be fully functional as a default scene.

mikeroberts3000 commented 1 year ago

The folder structure of this scene needs to be more carefully laid out and more consistent.

ahlamiki commented 1 year ago

Yes, I still have to do the clean up. I am working on it. Sorry for that.

mikeroberts3000 commented 1 year ago

Comment here when this PR is ready for me to review again.

ahlamiki commented 1 year ago

Comment here when this PR is ready for me to review again. I am still checking the physic constraints but the scene has been improved and the clean up is done. You can check it again.

mikeroberts3000 commented 1 year ago

Here are some outstanding issues that I've already commented on but still are not fixed. Please carefully review all of my comments in this PR to make sure they're all addressed.

Here are some new comments:

mikeroberts3000 commented 1 year ago

Clean up the World Outliner. Use our design doc and the latest debug_0000 as a reference:

mikeroberts3000 commented 1 year ago

Minor nitpick: I think the drain in the sink is backwards. It should be directly under the tap, instead of being close to the edge of the counter.

mikeroberts3000 commented 1 year ago

I'll review the project structure in the World Outliner on Monday. In the meantime, there is a bit of basic cleanup to do.

mikeroberts3000 commented 1 year ago

I get the following warnings when I build and cook via the command-line on Windows:

LogMaterial: Warning: [AssetLog] F:\code\github\spear\cpp\unreal_projects\SpearSim\Content\Scenes\apartment_0000\Materials\Materials\M_Master_Opacity.uasset: Failed to compile Material for platform PCD3D_SM6, Default Material will be used in game.
        (Node TextureSampleParameter2D) Sampler type is Color, should be Linear Color for /Game/Scenes/apartment_0000/Meshes/Clutter/Fireplace/T_Fireplace_orm.T_Fireplace_orm
        (Node TextureSampleParameter2D) Sampler type is Color, should be Linear Color for /Game/Scenes/apartment_0000/Meshes/Clutter/Fireplace/T_Fireplace_orm.T_Fireplace_orm

LogMaterial: Warning: [AssetLog] F:\code\github\spear\cpp\unreal_projects\SpearSim\Content\Scenes\apartment_0000\Materials\Materials\M_Master_Opacity.uasset: Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
        (Node TextureSampleParameter2D) Sampler type is Color, should be Linear Color for /Game/Scenes/apartment_0000/Meshes/Clutter/Fireplace/T_Fireplace_orm.T_Fireplace_orm
        (Node TextureSampleParameter2D) Sampler type is Color, should be Linear Color for /Game/Scenes/apartment_0000/Meshes/Clutter/Fireplace/T_Fireplace_orm.T_Fireplace_orm

LogMaterial: Warning: Cooking a material resource (in M_Master_Opacity hierarchy) that doesn't have a valid ShaderMap! Shadermap pointer is null.
LogMaterial: Warning: Cooking a material resource (in M_Master_Opacity hierarchy) that doesn't have a valid ShaderMap! Shadermap pointer is null.

LogUObjectGlobals: Warning: [AssetLog] F:\code\github\spear\cpp\unreal_projects\SpearSim\Content\Scenes\apartment_0000\Materials\Material_Instances\MI_Curtains_01.uasset: Failed to load '/Game/Scenes/apartment_0000/Meshes/Clutter/Curtains/T_Curtain_Height': Can't find file.
LogLinker: Warning: [AssetLog] F:\code\github\spear\cpp\unreal_projects\SpearSim\Content\Scenes\apartment_0000\Materials\Material_Instances\MI_Curtains_01.uasset: VerifyImport: Failed to load package for import object 'Package /Game/Scenes/apartment_0000/Meshes/Clutter/Curtains/T_Curtain_Height'

Please make sure that the project builds and cooks without warnings on the command-line.

mikeroberts3000 commented 1 year ago

Lighting looks weird when I open the latest project in the editor:

Screenshot (27)

mikeroberts3000 commented 1 year ago

Lighting still looks weird for me in the latest project.

Screenshot (28)

ahlamiki commented 1 year ago

In my last version of the scene (which I uploaded to sourcetree) I fixed up all the redirectors in apartment_0000 and the file "MI_Table_Living" has been changed to "MI_LivingRoom_Table".


De: Mike Roberts @.> Enviado: martes, 27 de junio de 2023 23:39 Para: isl-org/spear @.> Cc: Ahlam @.>; Author @.> Asunto: Re: [isl-org/spear] Adding apartment_0000 (PR #205)

@mikeroberts3000 commented on this pull request.


On cpp/unreal_projects/SpearSim/Content/Scenes/apartment_0000/Materials/Material_Instances/MI_Table_Living.uassethttps://github.com/isl-org/spear/pull/205#discussion_r1244390992:

Please "fix up redirectors" in the editor for all redirectors if you haven't already. And please review your changes in the "Files changed" tab on GitHub as well as in the Unreal Editor so you can catch similar issues in future.

— Reply to this email directly, view it on GitHubhttps://github.com/isl-org/spear/pull/205#discussion_r1244390992, or unsubscribehttps://github.com/notifications/unsubscribe-auth/A234SOYLBSFNF2QYP5GFDZTXNNHJTANCNFSM6AAAAAAY6JU7LQ. You are receiving this because you authored the thread.Message ID: @.***>

ahlamiki commented 1 year ago

Lighting still looks weird for me in the latest project.

![Screenshot (28)](https://user-images.githubusercontent.com/2341965/249287511-dd9592ed-96a8-4405-bd4e-acfa21084edb.p I think the HDRI is making this problem, I'm finding out what happen with this file.

mikeroberts3000 commented 1 year ago

After reading your latest comments in the COMMENTS.pdf file you sent me via Discord, I have the following follow-up comments:

mikeroberts3000 commented 1 year ago

The following comments apply to the Outliner view:

The following comments apply to the World Settings view:

ahlamiki commented 1 year ago

After reading your latest comments in the COMMENTS.pdf file you sent me via Discord, I have the following follow-up comments:

  • Materials/Materials and Materials/Material_Instances look good to me.
  • Let's move the textures in Meshes/* directly into Materials/Textures with no additional subfolders. It is confusing that textures are currently stored in a folder called Meshes. And there are textures that apply to multiple meshes (e.g., T_Cabinet_Vase_Mirror), so it is confusing to store a shared texture with a particular mesh (e.g., storing a shared texture with Cabinet but not with Vase or Mirror).

It has been changed.

ahlamiki commented 1 year ago

The following comments apply to the Outliner view:

  • Move all the actors in the Composite folder into the Meshes folder (see below for details).
  • In the Meshes folder, create subfolders using the following semantic category names and IDs, and move all relevant actors into these subfolders:

  • Move Rendering/Lights/Ceiling_Kitchen_Lights and Rendering/Lights/Ceiling_LivingRoom_Lights to the Meshes/35_lamp folder. We want these actors to be stored in Meshes because they each have a mesh attached to them, and we want them to be in the 35_lamp folder because lamp is the closest semantic category to an overhead light.
  • Move Rendering/Lights/HDRIBackdrop to Rendering/HDRI/HDRIBackdrop. I don't have a definitive justification for this, but I subjectively believe that HDRI actors deserve their own subfolder.
  • There are some lights that cause the word "Preview" to be projected onto the scene in the editor viewport. This happens because their mobility is set to Static. We should set the mobility of all lights to Movable so they interact correctly with Lumen.
  • Otherwise the structure in the Outliner is good.

The following comments apply to the World Settings view:

  • There are some non-default values in the World Settings view. We should avoid changing things in World Settings unless we have a good reason. 09

After following the semantic category names of each subfolder of "Meshes", should I change the naming structure of each SM from e.g. "Big_Carpet" to "bigcarpet" or "big_carpet" ?

The comments regarding to the Outliner have been fixed.

mikeroberts3000 commented 1 year ago

09

After following the semantic category names of each subfolder of "Meshes", should I change the naming structure of each SM from e.g. "Big_Carpet" to "bigcarpet" or "big_carpet" ?

The comments regarding to the Outliner have been fixed.

There is no need to rename the stuff in the Content Browser. Your existing naming convention in the Content Browser is fine. The category subfolders in the Outliner are just to provide a bit of additional organization, they don't need to match the naming conventions and hierarchy in the Content Browser and on disk. Please use the semantic categories and integer IDs from the link I provided.

mikeroberts3000 commented 1 year ago

It is good that the lighting works correctly now. There are still some outstanding questions and cleanup items. Please address all my outstanding comments.