计算机使用智能体分类English
R06.10.01.01 · 任务小类

关卡搭建、灯光与材质

Level assembly, lighting & materials

Assemble a level in the editor to a layout and lighting brief.

20 条本项目编写的提案 · 分类 v1.1 · 新增基准运行 0 次。下方验证方式与部分得分规则是设计,不是执行结果。

典型应用
Unreal Engine · Unity · Godot
小类 GUI 需求标签
HY · 混合

任务提案 · 20

展开查看完整原文与建议检查方式;两种界面均保留提案英文原文。

R06.10.01.01-T01 Place 12 street lamps along a road spline and bake lighting

原始指令

Open project StreetKit/StreetKit.uproject, level Maps/Avenue. Place 12 instances of SM_StreetLamp along spline actor RoadEdge_L at 8 m spacing starting at its first point, each facing the road, with a PointLight child (intensity 5000 cd, attenuation 1200 uu, 3200 K). Build lighting at Production quality and save the level.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
HY · 混合
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
geom · 精确几何 drag · 拖放 vis · 视觉判断
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件
提案难度
3 / 5

建议验证方式

Commandlet dumps Avenue actors: 12 SM_StreetLamp within 30 uu of RoadEdge_L, consecutive arc spacing 800±20 uu, yaw toward road ±10°, light params exact. MapBuildData timestamp newer than last actor edit. Renders from TaskCam_01..03 SSIM≥0.85 vs reference.

建议部分得分

30% 12 lamps on spline; 25% spacing/orientation; 20% light params; 25% bake present and renders match

R06.10.01.01-T02 Bake a Unity interior so room illuminance meets a lighting spec

原始指令

Open Unity project ClinicInterior (URP), scene Ward_A. lighting_spec.pdf lists target average illuminance for 4 rooms (Reception 300 lx, Corridor 150 lx, Exam 500 lx, Storage 100 lx). Add or adjust lights, set mixed lighting to Baked Indirect, place light probes in every room, and bake. Do not change room geometry or materials.

平台
mac · macOS win · Windows
应用
Unity
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
HY · 混合
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
geom · 精确几何 vis · 视觉判断 click · 指向与点击
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件
提案难度
4 / 5

建议验证方式

Play-mode probe script samples 50 points per room floor plane from baked lightmaps and probes; average illuminance within 10% of target per room. Hash check confirms room meshes/materials untouched; LightingData.asset newer than scene edits; ≥8 light probes per room volume.

建议部分得分

15% bake succeeds; 15% probes per room; 60% rooms in tolerance (15 points each); 10% geometry untouched

R06.10.01.01-T03 Paint a GridMap dungeon room to match a top-down layout

原始指令

Godot 4 project DungeonKit, scene levels/room_07.tscn has an empty GridMap using MeshLibrary kit.meshlib. Paint floor, wall, pillar and door cells to match reference/room_07_top.png (16x16 cells, legend in the PNG) on layer y=0, with walls rotated to face inward. Save the scene.

平台
mac · macOS win · Windows lin · Linux
应用
Godot
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
G2 · GUI 必要
GUI 需求 · 普通权限
G2 · GUI 必要
交互原语
drag · 拖放 vis · 视觉判断 geom · 精确几何
工作产物
WP04 · 三维 / 空间模型
条件
未声明
提案难度
3 / 5

建议验证方式

Parse room_07.tscn GridMap data: cell item ids match target 16x16 array (≥98% cells), wall orientation index matches expected for each wall cell. Shortcuts detected: agent VM has no terminal for godot --script, and the scene must be saved by the Godot editor (format header, uid order) with GridMap paint actions in the editor log; hand-edited .tscn text scores 0.

建议部分得分

40% floor/wall cells; 20% pillars and doors; 30% wall orientation; 10% scene saves and loads

R06.10.01.01-T04 Create six material instances from a master and assign them

原始指令

In Unreal project PropsLab, create six Material Instances of M_Master_PBR named per materials.csv (BaseColor hex, Roughness, Metallic, NormalStrength). Assign each to the matching material slot on SM_Kiosk in level Showroom and save all.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
HY · 混合
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
click · 指向与点击 type · 文字与表单
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件
提案难度
2 / 5

建议验证方式

Asset dump: six MI_* assets parented to M_Master_PBR with scalar params exact and BaseColor within ΔE2000≤1 of CSV. SM_Kiosk component overrides map each slot to the named MI. Assets saved (not dirty) on reload.

建议部分得分

40% six MIs with correct parent; 35% parameter values; 25% slot assignment

R06.10.01.01-T05 Set golden-hour sun, exposure and fog to a lighting brief

原始指令

Unreal level Harbor_Day. Per brief_goldenhour.md: set DirectionalLight pitch -12°, yaw 245°, temperature 4300 K, intensity 6 lux; SkyAtmosphere default; ExponentialHeightFog density 0.02 with volumetric fog on; PostProcessVolume (unbound) with manual exposure EV100 11. Save and render TaskCam_Pier at 1920x1080 to renders/pier.png.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
HY · 混合
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
click · 指向与点击 type · 文字与表单 vis · 视觉判断
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件
提案难度
3 / 5

建议验证方式

Actor property dump vs brief (angles ±1°, values exact). renders/pier.png is 1920x1080; mean luminance within 8% and hue histogram correlation ≥0.9 vs reference render of the gold level.

建议部分得分

35% sun params; 25% fog; 20% exposure; 20% render matches

R06.10.01.01-T06 Assemble a warehouse level from a layout PDF with navigable aisles

原始指令

Unity project Logistics, scene Warehouse_Empty. Using prefabs Shelf_2m and Dock_Door, build the layout in layout_warehouse.pdf: 24 shelves in 4 aisles with 3.0 m aisle clearance, 3 dock doors on the north wall, grid snap 0.5 m. Bake the NavMesh (agent radius 0.4 m). Save as Warehouse_A.

平台
mac · macOS win · Windows
应用
Unity
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
HY · 混合
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
drag · 拖放 geom · 精确几何 vis · 视觉判断
工作产物
WP11 · 游戏 / 仿真状态
条件
licensed · 授权专业软件 long · 长流程
提案难度
4 / 5

建议验证方式

Edit-mode test reads scene: 24 Shelf_2m instances, positions within 0.1 m of layout coordinates, aisle gaps 3.0±0.1 m; 3 Dock_Door on north wall. NavMesh.CalculatePath succeeds from Spawn to each of 8 pick points with path length ≤1.15x layout reference.

建议部分得分

30% shelf count and positions; 20% aisle clearance; 15% dock doors; 35% NavMesh paths

R06.10.01.01-T07 Eliminate light leaks in a Godot interior and rebake LightmapGI

原始指令

Godot 4 project Bunker, scene interior.tscn shows light bleeding through wall seams in the dark storeroom (see report/leak.png). Fix it without moving walls: adjust shadow casting, add occluder or thickness geometry as needed, tune LightmapGI texel scale, and rebake. The storeroom must stay unlit except for its own lamp.

平台
mac · macOS win · Windows lin · Linux
应用
Godot
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
G2 · GUI 必要
GUI 需求 · 普通权限
G2 · GUI 必要
交互原语
vis · 视觉判断 geom · 精确几何 nav · 平移 / 缩放 / 滚动
工作产物
WP04 · 三维 / 空间模型
条件
未声明
提案难度
4 / 5

建议验证方式

Headless render from Camera_Store: mean luminance inside mask leak_region.png ≤0.03 (was 0.21); lamp-lit region luminance within 10% of reference. Wall node transforms unchanged; lightmap .exr newer than edits. Agent VM has no terminal for godot --headless --script; new EditorScript/@tool files in res:// are detected by hash diff and score 0.

建议部分得分

50% leak region dark; 25% lamp region preserved; 15% walls unmoved; 10% bake saved

R06.10.01.01-T08 Restore a deleted courtyard region to match reference views

原始指令

Unreal project OldTown has level Courtyard with a 20x20 m region cleared (fountain, benches, planters, two lamps, ivy decals). Using only existing project assets, rebuild the region so it matches reference/view_A..C.png taken from TaskCam_A..C, including lighting. Save the level.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
G2 · GUI 必要
GUI 需求 · 普通权限
G2 · GUI 必要
交互原语
geom · 精确几何 vis · 视觉判断 nav · 平移 / 缩放 / 滚动
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件 long · 长流程
提案难度
5 / 5

建议验证方式

Renders from TaskCam_A..C vs references: SSIM≥0.80 and LPIPS≤0.25 inside the region mask. Actor dump: expected asset types present, each within 50 cm/10° of ground-truth placement for ≥80% of 14 key actors. Python plugin disabled in task build.

建议部分得分

20% key assets present; 30% placement accuracy; 35% view similarity; 15% lighting matches

R06.10.01.01-T09 Sculpt and paint Unity terrain to a heightmap and splat brief

原始指令

Unity scene Valley has a flat 512x512 m Terrain. Sculpt it to match reference/height_ref.png (0–60 m range) with a flat plateau at 12 m inside plateau_mask.png, then paint layers Grass, Rock, Path following splat_ref.png. Use the terrain tools; do not import heightmaps.

平台
mac · macOS win · Windows
应用
Unity
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
G2 · GUI 必要
GUI 需求 · 普通权限
G2 · GUI 必要
交互原语
path · 连续路径 vis · 视觉判断 nav · 平移 / 缩放 / 滚动
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件
提案难度
4 / 5

建议验证方式

Read TerrainData: height RMSE ≤1.5 m vs reference, plateau std ≤0.2 m at 12±0.3 m; per-layer splat IoU ≥0.7. Import shortcut blocked: TerrainData heights compared for brush-stroke noise signature and Editor.log scanned for ImportRaw. No terminal for Unity -batchmode -executeMethod; any new Editor script under Assets/ is detected by hash diff and scores 0.

建议部分得分

35% height RMSE; 20% plateau; 35% splat IoU (Rock 15, Path 20); 10% no raw import

R06.10.01.01-T10 Paint foliage into marked zones without covering the road

原始指令

Unreal level ForestRoad. With the Foliage tool, paint SM_Pine and SM_Birch (60/40 mix) into zones shown on overlay forest_zones.png at about 1 tree per 25 m², keeping a 4 m clear margin from spline RoadMain. Add SM_Fern ground cover at 1 per 2 m² in the same zones. Save.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
G2 · GUI 必要
GUI 需求 · 普通权限
G2 · GUI 必要
交互原语
path · 连续路径 vis · 视觉判断
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件
提案难度
3 / 5

建议验证方式

Dump InstancedFoliageActor: tree density per zone within ±20% of target; species ratio 60/40 ±8%; zero instances within 4 m of RoadMain; ≤3% instances outside zones; fern density ±25%. Python Editor Script Plugin and console commands are disabled and the agent has no terminal for commandlets, so instances must come from Foliage-tool painting.

建议部分得分

35% tree density; 15% species mix; 30% road clearance; 20% ferns

R06.10.01.01-T11 Configure World Partition grid and day/night data layers

原始指令

Unreal project OpenMap (World Partition enabled), level Region_2km. Set runtime grid cell size 12800 uu and loading range 25600 uu. Create data layers Day and Night and assign the 40 actors listed in layer_assign.csv. Night must be unloaded by default. Save.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
HY · 混合
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
click · 指向与点击 type · 文字与表单 drag · 拖放
工作产物
WP08 · 应用 / 系统状态
条件
licensed · 授权专业软件
提案难度
3 / 5

建议验证方式

Commandlet dumps WorldPartition settings (cell size, loading range exact), data layer assets and runtime initial state (Night=Unloaded), and per-actor data layer membership vs CSV (40 rows).

建议部分得分

25% grid settings; 20% layers created; 40% actor assignment; 15% Night unloaded

R06.10.01.01-T12 Paint a 2D TileMap level with terrain autotiling and collisions

原始指令

Godot 4 project Platformer2D, scene levels/level_3.tscn. Paint TileMapLayer Ground to match reference/level_3.png (64x24 cells) using the Terrain set Dirt so edges autotile, add one-way platforms on layer Platforms where marked, and ensure tile collisions on Ground. Save.

平台
mac · macOS win · Windows lin · Linux
应用
Godot
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
G2 · GUI 必要
GUI 需求 · 普通权限
G2 · GUI 必要
交互原语
path · 连续路径 drag · 拖放 vis · 视觉判断
工作产物
WP11 · 游戏 / 仿真状态
条件
未声明
提案难度
3 / 5

建议验证方式

Parse tile_map_data: occupied-cell mask IoU ≥0.97 vs target; ≥95% edge cells use correct terrain peering variant; Platforms layer cells match; headless test drops a body on 5 marked columns and it lands at expected height. Agent VM has no terminal for godot --headless --script; new EditorScript/@tool files and hand-edited .tscn text are detected by hash diff and editor log, scoring 0.

建议部分得分

40% occupied cells; 25% autotile variants; 15% platforms; 20% collision test

R06.10.01.01-T13 Fix lightmap UV overlaps and rebake without warnings

原始指令

Unity project Gallery reports 'overlapping UVs' on 5 imported meshes in scene Hall_B. Fix them (generate lightmap UVs or adjust pack margin in import settings), set lightmap resolution to 20 texels/unit, rebake, and confirm the Lighting window shows no UV overlap warnings. Do not edit mesh files on disk.

平台
mac · macOS win · Windows
应用
Unity
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
HY · 混合
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
click · 指向与点击 vis · 视觉判断
工作产物
WP08 · 应用 / 系统状态
条件
licensed · 授权专业软件
提案难度
3 / 5

建议验证方式

ModelImporter meta for the 5 meshes: generateSecondaryUV=1 or margin set; FBX hashes unchanged. LightingSettings lightmapResolution=20. Bake log has zero overlap warnings; lightmaps newer than edits.

建议部分得分

40% five meshes fixed; 20% resolution; 30% clean bake; 10% source files untouched

R06.10.01.01-T14 Author a triplanar rock-moss blend material driven by slope

原始指令

Unreal project CliffKit. Build material M_CliffBlend: world-aligned (triplanar) rock textures, moss layer on surfaces whose world normal Z > 0.7 with a 0.1 soft transition, moss tint exposed as parameter MossTint, texture scale parameter TileSize=400. Apply it to SM_Cliff_01 in level CliffTest and save.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
G2 · GUI 必要
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
drag · 拖放 click · 指向与点击 vis · 视觉判断
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件
提案难度
4 / 5

建议验证方式

Material graph export: WorldAlignedTexture (or equivalent) nodes present, parameters MossTint/TileSize exist. Renders of test sphere and SM_Cliff_01 from TestCam: moss mask vs analytic normal-Z>0.7 mask IoU ≥0.85; no visible UV seams (gradient-edge metric below threshold). Python Editor Script Plugin and console commands are disabled in the task build and the agent has no terminal, so the graph must be built in the Material Editor.

建议部分得分

20% parameters exposed; 25% triplanar setup; 40% moss mask IoU; 15% applied to cliff

R06.10.01.01-T15 Greybox an arena that satisfies line-of-sight and route constraints

原始指令

Unreal level Arena_Blockout has spawn points S1, S2 and objective O. Using BSP or cube brushes, block out cover so that from sniper perch P none of T1..T4 markers is visible, both spawns reach O within 45 m along the NavMesh, and at least 3 distinct routes exist from S1 to O. Write handoff.md listing routes.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
HY · 混合
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
geom · 精确几何 vis · 视觉判断 nav · 平移 / 缩放 / 滚动
工作产物
WP11 · 游戏 / 仿真状态
条件
licensed · 授权专业软件 long · 长流程
提案难度
5 / 5

建议验证方式

Commandlet traces 64 rays from P to each Ti bounds: all blocked. Recast NavMesh path lengths S1→O and S2→O ≤4500 uu. Route count: k-shortest paths with ≥40% edge disjointness ≥3. handoff.md names 3 routes matching actor labels.

建议部分得分

35% LOS blocked; 30% path length; 25% three routes; 10% handoff

R06.10.01.01-T16 Light an HDRP product room to a target exposure and color temperature

原始指令

Unity HDRP project ProductViz, scene Studio. Set HDRI Sky from hdr/studio_soft.exr with exposure 11, add three rectangular area lights (key, fill, rim) per lighting_plot.png, and render Camera 'Hero' at 1920x1080 to out/hero.png. The grey card must read 18% grey at 4500 K ±200 K.

平台
mac · macOS win · Windows
应用
Unity
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
G2 · GUI 必要
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
geom · 精确几何 vis · 视觉判断
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件
提案难度
4 / 5

建议验证方式

out/hero.png: grey-card ROI mean luminance 0.18±0.02 linear, CCT from ROI chromaticity 4500±200 K; key/fill ratio from two ROIs 2.5±0.5. Scene dump: 3 area lights, positions within 0.5 m of plot. No terminal for Unity -batchmode -executeMethod; any new Editor script under Assets/ is detected by hash diff and scores 0.

建议部分得分

20% HDRI sky; 30% three lights placed; 30% grey card exposure and CCT; 20% key/fill ratio

R06.10.01.01-T17 Assemble a modular level and bake navigation so all pickups are reachable

原始指令

Godot 4 project RuinsKit. In scene levels/ruins_02.tscn, assemble the floor plan from layout.svg using modular pieces in res://kit/ (snap 2 m), place 6 Pickup instances at marked spots, then bake NavigationRegion3D with agent radius 0.5. Save.

平台
mac · macOS win · Windows lin · Linux
应用
Godot
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
HY · 混合
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
drag · 拖放 geom · 精确几何
工作产物
WP11 · 游戏 / 仿真状态
条件
未声明
提案难度
3 / 5

建议验证方式

Headless Godot test loads scene: kit piece transforms on 2 m grid, footprint matches layout.svg (IoU≥0.9); 6 Pickups present; NavigationServer3D path from Spawn to each pickup exists and an agent walk reaches each within 60 s.

建议部分得分

35% layout footprint; 15% pickups placed; 30% navmesh baked; 20% walk test

R06.10.01.01-T18 Clear Map Check errors and warnings in a level

原始指令

Unreal level Docks_Final shows Map Check errors (missing mesh references, actors with invalid lightmap resolution, a BlockingVolume with zero extent) and 'Lighting needs to be rebuilt'. Fix every issue without deleting any actor labelled KEEP_*, rebuild lighting and save.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
HY · 混合
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
click · 指向与点击 vis · 视觉判断
工作产物
WP08 · 应用 / 系统状态
条件
licensed · 授权专业软件
提案难度
2 / 5

建议验证方式

Run MapCheck commandlet: 0 errors, 0 warnings; no 'lighting needs rebuild'. All KEEP_* actors present with unchanged transforms.

建议部分得分

50% errors cleared; 25% warnings cleared; 15% lighting rebuilt; 10% KEEP_* intact

R06.10.01.01-T19 Script the street-lamp placement headless (control pair of T01)

原始指令

Control pair of T01. Same project StreetKit and spec, but with the GUI unavailable: write lamps.py using the Unreal Python API and run it via UnrealEditor-Cmd -run=pythonscript to place the 12 lamps with lights along RoadEdge_L at 8 m spacing, then build lighting by commandlet and save.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
term · 终端 api · API / SDK
GUI 需求 · 任务设定
CL · CLI 足够
GUI 需求 · 普通权限
CL · CLI 足够
交互原语
code · 代码与命令
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件
提案难度
2 / 5

建议验证方式

Same checks as T01 (count, spacing 800±20 uu, light params, MapBuildData present). lamps.py exists and the editor log shows the commandlet run; no GUI session started.

建议部分得分

30% script runs; 40% placement checks; 30% lighting built

R06.10.01.01-T20 Dress a street with decals at marked positions

原始指令

Unreal level BackAlley. Place 8 decals (DA_Crack x3, DA_Puddle x3, DA_Graffiti x2) at the positions circled in reference/decal_marks.png (taken from TaskCam_Alley), projected onto the correct surfaces with sort order so graffiti draws above cracks. Save.

平台
mac · macOS win · Windows
应用
Unreal Engine 5
交互表面
desk · 桌面 GUI
GUI 需求 · 任务设定
G2 · GUI 必要
GUI 需求 · 普通权限
G2 · GUI 必要
交互原语
geom · 精确几何 vis · 视觉判断
工作产物
WP04 · 三维 / 空间模型
条件
licensed · 授权专业软件
提案难度
3 / 5

建议验证方式

Decal actors: counts per type; projected footprint centers within 15 cm of ground-truth positions; projection axis within 10° of the surface normal; graffiti SortOrder > crack SortOrder. Render from TaskCam_Alley: per-decal ROI SSIM≥0.75. Python Editor Script Plugin and console commands are disabled in the task build and the agent has no terminal for commandlets.

建议部分得分

20% counts; 40% positions; 20% projection and sort; 20% render match

已有研究映射

以下沿用研究目录中的基准与小类映射,不是逐题标注、执行记录或产品背书。

同工作流族的小类