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workinf_Blender_Wasm/tools/web/re-pbr-video-chapters.json
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feat(web): finish RE 5000PBR lesson video and fix non-ASCII GLB import
- Add 11:07 Chinese-narrated lesson video, VTT, poster and 13 chapter screenshots.
- Regenerate 20-render WebGL2 matrix and 15 operation captures on RTX 4060.
- Fix WASM staging for non-ASCII import filenames (猴头.glb); rebuild web_engine.
- Harden lesson video recording pipeline; fix stale lesson-link E2E selector.
- Add RE PBR derived libraries, lesson page, evidence and status report.

Co-Authored-By: Claude Code <noreply@anthropic.com>
2026-11-12 21:49:24 +08:00

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{
"schemaVersion": 1,
"voice": "zh-CN-XiaoxiaoNeural",
"chapters": [
{
"id": "intro",
"title": "开场:会得到什么",
"narration": "这一课我们从灰色猴头开始。你会打开摄影棚,导入只有一个猴头网格的 GLB 文件,从 RE 五零零零 PBR 资产库分配六种材质,最后在浏览器里用显卡渲染、下载 PNG、保存工程并重新打开。"
},
{
"id": "open-studio",
"title": "载入摄影棚",
"narration": "先打开 Web Blender 的 Rendering 工作区。在 PBR 渲染练习面板里点击载入练习摄影棚。这个场景已经准备好相机、三点面光、太阳光、世界环境和地面。等待状态栏显示 Engine SceneIR,并且对象数是六。"
},
{
"id": "import-glb",
"title": "导入猴头 GLB",
"narration": "接下来点击导入猴头 GLB,选择课程目录里的 monkey head 点 GLB。导入会追加到当前场景,不会替换摄影棚。看到对象数从六变成七,活动对象是 Suzanne 就对了。此时猴头没有材质,所以是灰色的,这是正常的基线。"
},
{
"id": "asset-library",
"title": "认识 Shading 与 RE 资产库",
"narration": "切换到 Shading 工作区。左下角是 PBR 资产库,现在有二十个资产。用资产来源下拉框选择 RE 五零零零 PBR,只留下六张材质卡片。单击卡片只会选中,双击才会把材质分配出去。缩略图加载完成后就可以继续。"
},
{
"id": "assign-materials",
"title": "分配六种材质",
"narration": "回到 Rendering 工作区。在 PBR 渲染练习面板下方,新加了 RE 五零零零 PBR 材质选择器,它显示完整材质名和缩略图,不受左侧窄栏影响。依次双击六种材质:防滑颗粒、砖墙、随机瓷砖、光亮瓷砖、规则砖墙和做旧砖墙。每次等待材质槽更新,并确认材质球显示 COMPILED。"
},
{
"id": "render-settings",
"title": "设置渲染",
"narration": "现在设置渲染。分辨率选一零二四,相机选场景相机,视图保持最终材质,教学曝光保持零,位移强度保持一倍,视角预设选场景相机对齐。这样得到的就是固定摄影棚下的标准成片。"
},
{
"id": "render-download",
"title": "渲染与下载 PNG",
"narration": "点击渲染 PBR。面板会先等待纹理和环境贴图就绪,然后输出一张一零二四乘一零二四的 WebGL2 成片。结果出现后,点击下载 PNG,浏览器会保存 pbr 一零二四点 PNG。"
},
{
"id": "save-reopen",
"title": "保存与重开",
"narration": "点击顶部的保存项目,下载点 blend 工程。然后再次导入刚才保存的工程;如果询问是否保存当前修改,选择不保存并继续。重新打开后对象数仍是七,材质槽仍然保留做旧砖墙,再渲染一次确认贴图没有丢失。"
},
{
"id": "diagnostics",
"title": "诊断视图与教学曝光",
"narration": "深色材质只看整体亮度容易误判。把视图切到 Base Color,可以看到基础色贴图;切到 Normal,可以看到法线和砖缝;切到 Roughness,可以看到粗糙度。教学曝光可以加一档或两档 EV,只改变渲染曝光,不改变材质本身。"
},
{
"id": "displacement",
"title": "位移与细分",
"narration": "Height 贴图现在会真正参与几何位移。位移强度一倍保留源材质零点零零一的 Scale,画面变化很细;切到一百倍只是渲染时的教学放大,不写回材质。静帧会把九百六十八个三角形细分到六万一千九百五十二个,再执行位移。"
},
{
"id": "camera",
"title": "对比视角",
"narration": "视角预设默认与场景相机精确对齐,所以场景和视口可能看起来一样。选择对比四十五度后,当前视口会以主体为中心偏转三十度,得到明显不同的构图;主视口导航不受影响。"
},
{
"id": "hq-2048",
"title": "高清 2048 贴图",
"narration": "如果需要原始分辨率,点击加载高清贴图二零四八。素材会按需合并,材质名带 HQ 后缀。切换到高清来源,双击分配做旧砖墙 HQ,再渲染一次。五个纹理全部加载,显存预算约六十四点五兆,低于五百一十二兆上限。"
},
{
"id": "summary",
"title": "总结与教案",
"narration": "到这里,你已经完成从灰色猴头到六种 PBR 材质的完整流程:打开场景、导入 GLB、分配材质、渲染下载、保存重开,以及诊断、位移、对比相机和高清贴图。更多截图和文字步骤在渲染图文教案里,地址是 tutorial pbr render lesson 点 HTML。"
}
]
}