render request: pin object materials, floor and lighting too (meshes already match)
Browse files- render_request/README.md +22 -5
render_request/README.md
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@@ -51,12 +51,29 @@ to the one under test. Measured on the current demos: a reach task scores 82% wh
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manipulation tasks score 2% and 0%, with 99 of 100 rollouts running to the step cap — acting, never
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completing.
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**So please render all 20 demos of a task under ONE fixed appearance
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disable `TextureModder` and `LightingModder`, or hold `variant_seed` constant across the batch.
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## 2. What to render
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manipulation tasks score 2% and 0%, with 99 of 100 rollouts running to the step cap — acting, never
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completing.
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**So please render all 20 demos of a task under ONE fixed appearance.** Everything in this list
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held constant across every demo of every task:
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| pin | why |
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|---|---|
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| **table material** | varies per demo today — six demos of task 953 have six different tables |
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| **floor / background** | varies with it; one demo sits on brown parquet, another on green grass |
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| **lighting** | `LightingModder` is active per demo |
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| **object materials / textures** | `TextureModder` recolours the OBJECTS too, so the same mesh reads as a different object between demos |
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Concretely: disable `TextureModder` and `LightingModder`, or hold `variant_seed` constant across
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the whole batch.
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**Object meshes do NOT need changing** — we verified those are already consistent. The eval scene
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loads `cup_2`, `muffin_4`, `sweet_potato_4`, `tissue_box_2` from exactly the same
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`tabletopgen/task_88200032_layout_1_rand_00000` directory the training scene references. The
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problem is purely that their *materials* are randomized, so identical geometry looks like a
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different object from demo to demo.
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Object PLACEMENT should keep varying — that is the axis the benchmark is meant to test.
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If your pipeline cannot pin any of these, please say so rather than varying them — we would rather
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know and design around it than discover it in the frames again.
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## 2. What to render
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