Computer-Use Agent Taxonomy中文
R06.06.02.02 · TASK CLASS

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 · macOS win · 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 & click vis · Visual judgment drag · 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 · macOS win · 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 judgment drag · Drag & drop click · 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 · macOS win · 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 & drop click · Point & click vis · 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 · macOS win · 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 geometry drag · Drag & drop vis · 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 · macOS win · 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 path vis · Visual judgment click · 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 · macOS win · 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 & click type · 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 · macOS win · 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 judgment click · Point & click drag · 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 · macOS win · 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 judgment drag · Drag & drop click · 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 · macOS win · Windows
Applications
Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
HY · Hybrid
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
click · Point & click type · Text & forms vis · 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 · macOS win · 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 path vis · 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 · macOS win · 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 & click drag · Drag & drop vis · 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 · macOS win · 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 & click vis · 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 · macOS win · 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 path vis · Visual judgment click · Point & click
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app long · Long-horizon multiapp · 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 · macOS win · 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 & drop click · Point & click vis · 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 · macOS win · 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 & drop click · Point & click type · 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 · macOS win · 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 · macOS win · 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 judgment click · Point & click path · 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 · macOS win · Windows
Applications
Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
HY · Hybrid
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
drag · Drag & drop vis · Visual judgment click · 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 · macOS win · 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 path vis · Visual judgment click · 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 · macOS win · 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 & click vis · Visual judgment drag · Drag & drop multi · Cross-app
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app long · Long-horizon multiapp · 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.

In this workflow family