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llms.txt: PBR option served by the v2 LoRA; name materials for metal

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  1. README.md +4 -0
  2. app/llms.txt +2 -2
README.md CHANGED
@@ -71,6 +71,10 @@ Terrain and ground: `POST /api/terrain {"upload_id": "up_...", "prompt": "an alp
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  `files.bundle_zip` (splat maps, seamless detail textures, `blender_terrain.py`, `three_terrain.js`). See the
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  "Terrain and ground" section of /llms.txt.
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  MCP client configuration:
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  ```json
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  {"mcpServers": {"projtex": {"type": "http", "url": "https://townbox-projection-texturing.hf.space/mcp",
 
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  `files.bundle_zip` (splat maps, seamless detail textures, `blender_terrain.py`, `three_terrain.js`). See the
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  "Terrain and ground" section of /llms.txt.
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+ PBR materials: add `"pbr": true` to a texture job (or POST /api/jobs/{id}/pbr afterwards) for
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+ `files.textured_pbr_glb` with a de-lit base colour and a metallicRoughness texture (roughness, metallic maps from a
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+ LoRA on Qwen-Image-Edit-2511, run on the caller's ZeroGPU quota).
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+
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  MCP client configuration:
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  ```json
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  {"mcpServers": {"projtex": {"type": "http", "url": "https://townbox-projection-texturing.hf.space/mcp",
app/llms.txt CHANGED
@@ -73,8 +73,8 @@ default backend qwen-turbo, about 30 s with qwen-space).
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  has a de-lit base colour and a glTF metallicRoughness texture (G roughness, B metallic) on every material, so the
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  model reacts to your scene's light (varnished wood and porcelain catch highlights, brass and chrome reflect);
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  files.albedo_pbr, roughness, metallic, metallic_roughness are the maps for your own material. Material names and
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- part_prompts settle metal or not where they say it ("Brass", "walnut veneer", "gloss paint"): glossy paint can
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- otherwise come out metallic. pbr.metallic_fraction and pbr.roughness_mean in the status summarise the result.
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  - Game-ready single asset: "single_mesh": true returns one object with one material (metallic/roughness are the
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  area-weighted means of yours); POST /api/jobs/{id}/bake {"single_mesh": true} switches an existing job.
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  - Prepare meshes like this: one GLB with all parts (several objects and materials are fine), modifiers applied,
 
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  has a de-lit base colour and a glTF metallicRoughness texture (G roughness, B metallic) on every material, so the
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  model reacts to your scene's light (varnished wood and porcelain catch highlights, brass and chrome reflect);
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  files.albedo_pbr, roughness, metallic, metallic_roughness are the maps for your own material. Material names and
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+ part_prompts settle metal or not where they say it ("Brass", "walnut veneer", "gloss paint"), so name your
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+ materials: metal is the hardest map to read from a picture. pbr.metallic_fraction and pbr.roughness_mean in the status summarise the result.
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  - Game-ready single asset: "single_mesh": true returns one object with one material (metallic/roughness are the
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  area-weighted means of yours); POST /api/jobs/{id}/bake {"single_mesh": true} switches an existing job.
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  - Prepare meshes like this: one GLB with all parts (several objects and materials are fine), modifiers applied,