PBR texturing & material authoring
Author materials and paint textures to match a reference.
20 project-authored proposals · taxonomy v1.1 · 0 new benchmark runs. Verifiers and partial-credit rules below are designs, not executed results.
- Typical applications
- Substance 3D Painter · Substance Designer · Blender
- Class GUI-need label
HY· Hybrid
Task proposals · 20
Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.
R06.06.02.02-T01 Texture a helmet by material ID with edge wear
Original instruction
In Substance 3D Painter open fixtures/helmet.spp (baked maps, ID map: red = painted steel, blue = rubber, green = glass). Make red areas worn painted metal (paint base, metallic >= 0.9 where paint is chipped on curvature edges), blue matte rubber (roughness 0.8-0.9), green glass. Export Unreal packed textures (BaseColor, Normal, OcclusionRoughnessMetallic) at 2k to output/helmet/.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Painter
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickvis· Visual judgmentdrag· Drag & drop- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Per-ID channel stats on exported maps: rubber roughness mean 0.8-0.9, metallic < 0.05; chipped-edge pixels (GT curvature > threshold within red ID) metallic >= 0.9 on >= 70%, flat red areas metallic <= 0.1 on >= 90%; glass region separated. ORM channel order verified; 2048 px, file names per UE preset.
Proposed partial credit
35% per-ID material values; 30% curvature-driven edge wear; 20% correct ORM packing; 15% export spec.
R06.06.02.02-T02 Recreate a goal material with Blender shader nodes
Original instruction
fixtures/material_match.blend renders a sphere and a cube with a placeholder material. Edit the node tree of material 'Target' so the Cycles render matches ref/goal_render.png (a brushed copper with anisotropic highlights and a dusty patina in cavities). Do not change lights, camera or geometry. Save output/material_match.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
vis· Visual judgmentdrag· Drag & dropclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Grader re-renders at fixed seed/samples: LPIPS <= 0.12 and mean ΔE2000 <= 4 vs goal on object pixels; anisotropy and roughness values read from the Principled BSDF within GT ranges; lights/camera/geometry hashes unchanged. Image textures of the goal render are rejected (no Image Texture node referencing ref/). Blender's Python console, Text Editor and --python are disabled; .blend writes outside Blender are logged.
Proposed partial credit
15% scene untouched; 45% render LPIPS/ΔE targets; 25% anisotropic metal parameters; 15% cavity patina present.
R06.06.02.02-T03 Build a tileable brick material in Substance Designer
Original instruction
In Substance 3D Designer create graph 'brick_wall' outputting basecolor, normal, roughness, height and AO at 2048: running-bond bricks 215x65 mm with 10 mm mortar, edge chipping, color variation per brick. Expose parameters mortar_width (mm), brick_color, wear (0-1). Publish output/brick_wall.sbsar.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Designer
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
drag· Drag & dropclick· Point & clickvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
sbsrender renders the .sbsar at default and 3 parameter sets: outputs tile seamlessly (seam gradient energy <= 1.2x interior); brick period matches 215x65 mm at the declared physical size within 2%; mortar width in height map follows the parameter within 1 mm; color variance across bricks > 0; wear changes AO/normal edges.
Proposed partial credit
20% outputs and publish; 25% tileability; 25% exposed mortar parameter works; 30% brick layout and variation.
R06.06.02.02-T04 Project three decals onto a car door
Original instruction
In fixtures/rally_car.spp, project the logos input/decal_sponsor_a.png, decal_number_27.png and decal_stripe.png onto the driver door at the positions, sizes and rotations in input/decal_layout.pdf, conforming over the door curvature without stretching. Logos must be on their own paint layers. Export BaseColor 4k to output/rally_door_basecolor.png.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Painter · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometrydrag· Drag & dropvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
On the exported map, each decal's UV-space footprint (via GT UV-to-surface mapping) lands within 5 mm of the layout position, scale within 3%, rotation within 2 deg; projected decal SSIM vs undistorted logo >= 0.9 (stretch check). .spp layer stack contains 3 named paint layers with projection strokes. Painter's Python plugins/remote scripting and Blender's Python console/--python are disabled; outside PNG writes are logged.
Proposed partial credit
50% placement/scale/rotation per decal; 30% no stretch; 20% layers organized.
R06.06.02.02-T05 Add cavity dirt and rust with generators and hand touch-ups
Original instruction
Weather fixtures/generator_unit.spp: dirt accumulates in cavities and lower areas (AO + world-space gradient mask), rust streaks drip down from the 6 bolts, and flat top panels stay clean. Touch up the mask by hand where the generator puts dirt on the GT clean decal panel. Export BaseColor and Roughness at 2k.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Painter
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathvis· Visual judgmentclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Dirt coverage (darkened albedo vs clean bake) >= 70% in GT cavity regions, <= 10% on GT flat top panels and 0% on the decal panel; rust streaks present below >= 5 bolts with downward orientation (gradient direction within 20 deg of -Z); roughness raised in dirt regions. Paint layer with mask strokes exists.
Proposed partial credit
35% cavity dirt; 20% clean areas respected; 30% rust streaks from bolts; 15% hand touch-up layer.
R06.06.02.02-T06 Export texture sets for Unity HDRP and Unreal
Original instruction
From fixtures/crate.spp export two sets: Unity HDRP (BaseMap, MaskMap with metallic R, AO G, detail mask B, smoothness A, Normal OpenGL) to output/unity/, and Unreal (BaseColor, Normal DirectX, ORM) to output/unreal/, both at 2048 PNG 8-bit except normals 16-bit.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Painter
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & forms- Work product
WP09· Files & folders- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Files exist with the required names; MaskMap channels compared to source metallic, AO and (1-roughness) within 2/255; Unreal ORM = AO, roughness, metallic; Unity normal is OpenGL (green up) and Unreal normal DirectX (green inverted) checked on a known slope; bit depths correct.
Proposed partial credit
30% Unity MaskMap packing; 30% Unreal ORM packing; 25% normal conventions; 15% sizes/bit depth.
R06.06.02.02-T07 Turn a fabric photo into a tileable PBR material
Original instruction
From input/denim_photo.jpg (a 30x30 cm swatch shot under soft light with a scale ruler), create a tileable 2k denim material in Substance 3D Sampler or Designer: delit base color, normal, roughness, height. Physical size 30 cm. Export to output/denim/ and an .sbsar.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Sampler · Substance 3D Designer
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
vis· Visual judgmentclick· Point & clickdrag· Drag & drop- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Tileability: seam gradient energy <= 1.2x interior on both axes; base color mean within ΔE2000 <= 3 of the GT delit swatch; lighting gradient residual (low-frequency luminance variation) <= 2%; twill angle from normal-map FFT within 5 deg of GT; weave period within 5% at 30 cm scale.
Proposed partial credit
30% tileable; 25% delit color; 25% weave structure; 20% complete outputs.
R06.06.02.02-T08 Author a flake car paint matching a studio reference
Original instruction
In fixtures/car_studio.blend, build material 'CarPaint' for the body: metallic flake base, colour #8A1C2B under clearcoat, flake size 0.05 mm, clearcoat roughness 0.03, orange-peel normal. Match ref/car_paint_closeup.exr (same camera/lighting). Save output/car_studio.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
vis· Visual judgmentdrag· Drag & dropclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 4 / 5
Proposed verifier
Re-render at fixed settings: LPIPS <= 0.1 vs reference; flake sparkle statistic (high-frequency energy in highlight region) within 25%; base color in diffuse region ΔE2000 <= 2.5; coat roughness from the node 0.02-0.05. No image of the reference used in the tree. Blender's Python console, Text Editor and --python are disabled; .blend writes from outside Blender are logged and fail.
Proposed partial credit
20% node structure (base, flakes, coat); 40% render match; 20% flake statistic; 20% color accuracy.
R06.06.02.02-T09 Fix 12 materials that break PBR value rules
Original instruction
fixtures/props_library.blend has 12 materials, some with non-physical values: albedo darker than 30 or brighter than 240 sRGB, metals with dark albedo, non-metals with metallic 0.5, roughness 0 on rough materials. Correct each per notes/pbr_rules.md without changing hue more than 5 deg. Save output/props_library_fixed.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & formsvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 2 / 5
Proposed verifier
For all 12 materials: albedo sRGB in 30-240 (non-metals) or 180-255 (metals); metallic in {0,1} except the 2 GT layered materials; roughness >= 0.05; hue change <= 5 deg. Materials already valid unchanged. Fix count matches the GT list.
Proposed partial credit
50% invalid materials fixed; 25% hue preserved; 25% valid materials untouched.
R06.06.02.02-T10 Hand-paint a stylized sword to a palette
Original instruction
In Blender texture paint mode, hand-paint fixtures/stylized_sword.blend (UVs ready, 1k image 'Sword_Diffuse') in the style of ref/sword_concept.png: gradient on the blade, painted highlights on edges, gold guard with dark outlines. Use only the 8 colors of ref/palette.ase plus blends. Save the image to output/sword_diffuse.png.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Substance 3D Painter
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Per GT region (blade, guard, grip, pommel) mean color within ΔE2000 <= 5 of concept; blade vertical gradient correlation >= 0.8; edge highlight band brighter than core by >= 20 L*; palette conformity (>= 90% pixels within ΔE 8 of palette blends). Stroke history in undo; no image import into the texture. Blender's Python console/--python and Painter's Python plugins are disabled; outside PNG writes are logged.
Proposed partial credit
40% region colors; 20% gradient; 20% edge highlights; 20% palette conformity.
R06.06.02.02-T11 Build a reusable worn-steel smart material
Original instruction
In Substance 3D Painter create a smart material 'WornSteel' (folder structure: Base, Scratches, Edge Wear, Grime) with masks driven by generators so it adapts to any baked asset. Save it to the shelf, apply it to fixtures/props_a.spp, props_b.spp and props_c.spp, and export BaseColor/Roughness/Metallic 2k for each.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Painter
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickdrag· Drag & dropvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Shelf .spsm exists with the 4 named folders. For each asset: edge wear (lower roughness, higher brightness) on >= 60% of GT high-curvature texels and <= 10% of flat texels; grime in GT cavities >= 50%; scratch layer adds anisotropic high-frequency roughness variation; all 3 exports present.
Proposed partial credit
20% smart material structure; 40% generator-driven masks across 3 assets; 20% scratches/grime; 20% exports.
R06.06.02.02-T12 Bake mesh maps from a high-poly
Original instruction
In fixtures/turbine_low.spp, bake normal, world-space normal, ID (from vertex colors), AO, curvature, position and thickness at 2048 from fixtures/turbine_high.fbx with a cage offset that avoids skew on the 3 blades. Save the project.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Painter · Marmoset Toolbag
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Baked maps extracted from the saved .spp (or export): all 7 present at 2048; normal map mean angular error vs GT bake <= 4 deg (blades <= 6 deg); ID map region IoU vs GT >= 0.98; AO correlation with GT >= 0.95.
Proposed partial credit
30% all maps present; 35% normal accuracy; 20% ID map; 15% AO/curvature correlation.
R06.06.02.02-T13 Texture a character across UDIMs in Painter
Original instruction
Texture fixtures/warrior_udim.spp (5 UDIM texture sets: head, body, armor, cloth, hair cards) per ref/warrior_concept.jpg: skin with SSS mask and pores, leather with stitch details, brushed bronze armor, wool cloth. Export 4k UDIM textures for Arnold (BaseColor, Roughness, Metalness, Normal, SSS weight) to output/warrior/.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Painter · Maya (Arnold)
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathvis· Visual judgmentclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro applong· Long-horizonmultiapp· Multi-app- Proposed difficulty
- 5 / 5
Proposed verifier
UDIM file set complete (5 tiles x 5 maps, 4096). Per GT material region: metalness/roughness ranges per brief; skin SSS mask covers GT skin >= 95%; region mean colors ΔE2000 <= 6 vs concept palette; stitch normals present along GT seam lines. Arnold test render vs reference LPIPS <= 0.2.
Proposed partial credit
20% export completeness; 30% material parameter ranges; 25% color vs concept; 25% detail (pores, stitches) and test render.
R06.06.02.02-T14 Author a procedural wood-plank floor in Designer
Original instruction
Create a Substance Designer graph 'oak_planks' with exposed plank_count (4-12 per tile), plank_length_variation, seed, stain_color and gap_width, outputting basecolor/normal/roughness/height 2k, tileable, with grain direction along planks and per-plank tint variation. Publish output/oak_planks.sbsar.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Designer
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropclick· Point & clickvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
sbsrender over 5 parameter sets: plank count detected from gap lines equals plank_count; gap width follows parameter within 1 px at 2k; grain orientation (structure tensor) along plank axis within 5 deg on 90% of planks; tileable; seed changes layout; stain_color shifts mean hue accordingly.
Proposed partial credit
25% plank count parameter; 20% gaps; 25% grain direction; 30% tileable (15 pts) and seed/stain work (15 pts).
R06.06.02.02-T15 Create an Unreal master material with three instances
Original instruction
In fixtures/MatProject (Unreal Engine 5), create M_Master_Prop with exposed parameters BaseTint (vector), RoughnessScale (scalar), UseDetailNormal (static switch) and Textures (BaseColor, ORM, Normal). Create MI_Prop_Red, MI_Prop_Steel, MI_Prop_Oak with values from notes/mi_spec.csv and assign them to the 3 GT meshes in level L_Props.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropclick· Point & clicktype· Text & forms- Work product
WP04· 3D/spatial model- Conditions
multiapp· Multi-app- Proposed difficulty
- 3 / 5
Proposed verifier
Unreal Python (grader-side, headless) reads assets: master parameters exist with the names/types; each MI parent = master and parameter overrides equal the CSV within 1e-3; static switch values per spec; meshes in L_Props use the right MI. Shader compiles without errors.
Proposed partial credit
30% master material with parameters; 35% three instances with values; 25% assignments; 10% compiles clean.
R06.06.02.02-T16 Create the material instances via Unreal Python (control pair of T15)
Original instruction
Control pair of T15: using only the Unreal Editor Python API (run via the editor's -ExecutePythonScript command line, no manual clicks), create the same three material instances from M_Master_Prop_Given (provided master) with values from notes/mi_spec.csv and assign them in L_Props.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine (Python API)
- Interfaces
api· API/SDK- GUI need · task setting
AP· API-sufficient- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
code· Code & commands- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Same checks as T15 for the instances and assignments. Editor command-line log shows the script run; no interactive editor session input. Scored side by side with T15 for the GUI-vs-API delta.
Proposed partial credit
50% three instances with values; 35% assignments; 15% runs headless without errors.
R06.06.02.02-T17 De-light a photogrammetry albedo texture
Original instruction
fixtures/rock_scan.fbx comes with a baked 8k texture that contains shadows and sun direction (sun vector in notes/capture.json). Produce a de-lit albedo using Substance 3D Sampler (or Agisoft Texture De-Lighter) plus manual cleanup so that the material re-lights correctly. Export output/rock_albedo.png and roughness.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Sampler · Agisoft Texture De-Lighter
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
vis· Visual judgmentclick· Point & clickpath· Continuous path- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Correlation between output luminance and baked AO/sun-facing (N dot L) terms <= 0.15 (from 0.7 in input); mean albedo ΔE2000 <= 4 vs GT de-lit albedo; high-frequency detail (lichens, cracks) SSIM >= 0.85 on GT detail patches; no clipped highlights.
Proposed partial credit
40% lighting removed; 30% albedo accuracy; 20% detail preserved; 10% roughness map exported.
R06.06.02.02-T18 Add procedural snow on upward faces in Blender
Original instruction
On fixtures/mountain_hut.blend, add procedural snow to materials 'Roof', 'Wood' and 'Stone' via a shared node group 'SnowLayer': snow on surfaces with world normal Z > 0.7, soft noisy edge, subtle sparkle, with an exposed Coverage input (0-1). Coverage 0.6 must reproduce ref/snow_target.png. Save output/hut_snow.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
drag· Drag & dropvis· Visual judgmentclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Re-render: snow mask (from an AOV the grader injects) covers >= 90% of up-facing pixels (Nz > 0.8) and <= 5% where Nz < 0.5; render vs target SSIM >= 0.9; node group shared by 3 materials with Coverage input; Coverage 0 yields the original render (RMS <= 1e-3).
Proposed partial credit
20% shared node group; 35% normal-driven coverage; 25% match target; 20% Coverage input works.
R06.06.02.02-T19 Look-match a hero prop to concept art in Painter
Original instruction
Texture fixtures/lantern.spp to match ref/lantern_concept.png (painted 3/4 view): aged brass with verdigris in crevices, soot on the glass top, cracked enamel band. Render a Painter Iray shot from the saved camera 'Concept_Cam' to output/lantern_iray.png and export 2k maps.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Painter
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathvis· Visual judgmentclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 5 / 5
Proposed verifier
Per GT region (brass, verdigris crevices, glass, enamel) mean color ΔE2000 <= 6 vs concept; verdigris coverage in GT crevices >= 60% and < 10% on flat brass; soot gradient on glass top. VLM rubric (calibrated on artist ratings) compares the Iray render to the concept (30%). Painter's Python plugins and remote scripting are disabled; maps and renders written outside Painter are logged and fail.
Proposed partial credit
30% region colors; 25% crevice verdigris; 15% soot/enamel details; 30% concept-match rubric.
R06.06.02.02-T20 Texture a vehicle and deliver it into Unreal
Original instruction
Texture fixtures/rover.spp (6 texture sets) to the brief notes/rover_brief.pdf (military-green paint, dust from wheels up, decals from input/decals/), export Unreal packed maps, import into fixtures/RoverUE project, create material instances from the provided master, assign them, and render ref turntable frame 12 to output/rover_ue.png.
- Platforms
mac· macOSwin· Windows- Applications
- Substance 3D Painter · Unreal Engine
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickvis· Visual judgmentdrag· Drag & dropmulti· Cross-app- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro applong· Long-horizonmultiapp· Multi-app- Proposed difficulty
- 5 / 5
Proposed verifier
Exports: 6 sets x 3 maps, ORM packing verified. Unreal (headless check): textures imported with sRGB off for ORM/normal, instances assigned to all 6 slots. Dust: albedo lightening gradient from wheel arches upward (GT mask). Decals at spec positions within 1 cm. UE render vs reference LPIPS <= 0.2.
Proposed partial credit
20% exports and packing; 40% paint/dust per brief (25 pts) and decals (15 pts); 25% UE import settings and assignment; 15% render match.
Mapped research references
Existing benchmark-to-class links from the research catalog. They are not record-level annotations, executions or product endorsements.