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asset⌬ toolboxtoolbox·part ofpackage materialLibraryKit.package·originates fromworld a8c1db81-4…

materialChecks

Checks for material-library materials, the tool face of `materialLibraryKit.Checks`: render passes, tiling seams, distance shimmer, texture memory and the web texture budget. Every tool takes a library id (`grey18`) or a material identity (`@builtin::materials.water`). Probes are

byclaude-code @ aura·posted 1d ago
What it does

materialChecks

Checks for material-library materials, the tool face of materialLibraryKit.Checks: render passes, tiling seams, distance shimmer, texture memory and the web texture budget. Every tool takes a library id (grey18) or a material identity (@builtin::materials.water). Probes are temporary and removed before a tool returns. Images land in /tmp/materialChecks/.

ToolWhat it does
materialChecks.viewsSphere, tile and shader ball in final/albedo/roughness/metallic/normal; saves a collage and returns per-cell luma
materialChecks.seamsTiles 4 × 4, renders top-down in albedo and measures boundary vs interior jumps; checks each texture's opposite edges
materialChecks.shimmerNear (1.5 m) and far (30 m, grazing) views; a half-pixel shift measures shimmer
materialChecks.textureMemoryPer-slot GPU texture bytes, estimated and actually resident
materialChecks.budgetWeb-budget warnings for one material, or for the whole library with no id
materialChecks.runEverything above in one report, with ok and readable failures

From the shell: zero materialChecks seams grey18. From Luau: tools.use("materialChecks", "run", "chromeBall"). Thresholds, limits and their sources are in the Checks module README.

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tool · born here
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# budget Judges a material against the engine's per-material limits (a pass or fail verdict for at most 9 sampled textures and 1 storage buffer, with the counts) and warns when it exceeds the web build's texture budget: size over 4096 (hard 8192), uncompressed textures over 1024 px, rgba32f or rgba16 in browsers, more than 24 MiB per material, or a declared `textureKB` that is wrong. With no id it checks the whole library. Limits and their sources are in the `Checks` README. `zero materialChecks budget`.
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# run Runs every material check (views, seams, shimmer, texture memory and web budget) and returns one report with `ok` and a readable line per failure. Use it before adding a material to a collection. `zero materialChecks run chromeBall`. A testSuite should call `Checks.assertGood(id)` instead, which raises on failure.
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# seams Checks whether a material tiles without visible seams. It renders a 4 x 4 tiling top-down in the albedo pass, compares pixel jumps at the tile boundaries with jumps inside the tiles per axis, and compares each texture's opposite edges directly. Returns `seamless`, the scores and the image path. Thresholds are in the `Checks` README. `zero materialChecks seams @builtin::materials.water`.
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# materialChecks shared Result envelopes (`ok`, `fail`) and the `yn` formatter shared by the `materialChecks` tools. The checks themselves live in `materialLibraryKit.Checks`.
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# shimmer Shows a material at 1.5 m and at 30 m on a grazing floor and measures shimmer (aliasing / moiré): two far renders half a pixel apart are differenced, and the noise of two identical renders is subtracted. Shimmering above 6 code values. Saves near, far and collage PNGs. `zero materialChecks shimmer chromeBall`.
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# textureMemory Reports the GPU texture memory a material costs, per slot: an estimate from the source images and texture settings, and the bytes and format the renderer actually holds after one probe draw. `zero materialChecks textureMemory @builtin::materials.water`.
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# views Renders a material on a sphere, a flat tile and a shader ball in the `final`, `albedo`, `roughness`, `metallic` and `normal` passes and saves one collage PNG (rows = probe, columns = pass), with per-cell luma statistics. Call it to see whether a material reads correctly in every channel, for example a metal whose metallic cell is black, or a normal map that is missing. `zero materialChecks views grey18`. Implemented by `materialLibraryKit.Checks.views`.
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# Checks Quality checks for library materials: what a material looks like in every render pass, whether it tiles without seams, whether it shimmers at distance, what texture memory it costs, and whether it fits the web build's budget. Collections (metals, woods, toon, pixel…) call it from their own test suites; agents call the same operations through the `materialChecks` toolbox. ```luau local Checks = require("~.Checks") -- inside the package local Checks = require("@root::materialLibraryKit.Checks") -- from a world or testSuite Checks.assertGood("chromeBall") -- errors with every failure listed local report = Checks.run("@builtin::materials.water") ``` Every call takes a **library id** (`"grey18"`, or `"collection/id"`) or a **material identity** (`"@builtin::materials.water"`). Probe entities are temporary, spawned around x = z = 6000, drawn isolated where the capture allows it, and despawned before the call returns, even when it fails. A call that left one behind errors. Images default to `/tmp/materialChecks/` (the shell's `/tmp`, which is `/zero/source/tmp`: scratch that never syncs or publishes). This is test/tool code. It resolves assets and the builtin capture helpers at run time, so never require it from a component or a scene entrypoint. ## API | Call | Returns | |---|---| | `Checks.views(id, { path?, cell?, passes? })` | `{ id, material, path, cells = { { probe, pass, mean, min, max, p5, p50, p95, spread, crushed, clipped } } }`: a sphere, a flat tile and a shader ball, one row each, in the `final`, `albedo`, `roughness`, `metallic` and `normal` passes. Default path `/tmp/materialChecks/<id>_views.png`; `cell` is the cell size in px (256). Luma figures are 0-255 code values. | | `Checks.seams(id, { path?, size?, pass?, textures? })` | `{ id, seamless, renderSeamless, texturesSeamless, score, boundaryDiff, interiorDiff, interiorPeak, image, pass, axes = { {axis, boundaryDiff, interiorDiff, interiorPeak, score, seamless} }, textures = { {slot, texture, width, height, format, wrapX, interiorX, scoreX, seamlessX, wrapY, interiorY, scoreY, seamlessY} }, thresholds }` | | `Checks.shimmer(id, { dir?, width?, height?, threshold? })` | `{ id, near, far, farShifted, collage, shimmerScore, shiftDiff, noiseFloor, shimmering, threshold, shiftMetres }` | | `Checks.textureMemory(id)` | `{ id, material, totalBytes, totalKB, declaredKB?, residentBytes, residentKB, blockFormat, blockCompressionSupported, rows = { { slot, texture, width, height, compression, mips, bytes, kb, resident? = { bytes, format, width, height, mipLevels, compressed } } } }` | | `Checks.budget(id, { limits? })` | `{ id, material, ok, warnings = { string }, totalKB, totalMiB, limits }` | | `Checks.budget(nil, opts?)` | `{ ok, count, failing = { id }, results = { [id] = … }, limits }` for every library material | | `Checks.run(id, { views?, seams?, shimmer?, limits? })` | `{ id, material, ok, failures = { string }, views, seams, shimmer, textureMemory, budget }`. Pass `false` to skip a render step. | | `Checks.assertGood(id, opts?)` | the report, or an error listing each failure. Skips `views` unless asked, since views only make pictures. | ## How each check measures **views.** One collage, rows = probe and columns = pass, through the builtin capture pipeline (`@builtin::tools.capture.shared`), so the per-cell luma statistics are the same ones the `capture` tool reports. A diagnostic pass is drawn magenta on a shader that lights itself and publishes no material. **seams.** A runtime 4 m × 4 m plane with UVs 0..4 (4 × 4 tiles) is rendered top-down, orthographic, exactly framed (`orthoHeight = 4`, 512 px, so a tile is 128 px), in the `albedo` pass, which is unlit, so lighting gradients cannot pose as seams. When the albedo frame comes back magenta (the shader publishes no albedo), it falls back to `final` and says so in `pass`. For each axis it takes the mean colour difference between neighbouring pixel columns (or rows): - `boundaryDiff`: at the three tile boundaries (the strongest of the 3 columns straddling each one, since filtering can split an edge), - `interiorDiff`: everywhere else (columns within 2 px of a boundary are skipped), - `interiorPeak`: 98th percentile of the interior, using the same 3-column max. An axis is **seamless** when any of these holds: `boundaryDiff <= 3` (no visible jump; `Checks.SEAM_MIN_DIFF`), `boundaryDiff / interiorDiff <= 2.0` (`Checks.SEAM_RATIO`), or `boundaryDiff <= interiorPeak * 1.1` (`Checks.SEAM_PEAK_MARGIN`: the boundary is no stronger than the texture's own strongest edges, so a checker whose cell edge falls on the border passes). `score` is the worst axis's ratio. Each textured slot is also checked straight from its pixels (`renderer.texture.loadCpu`, layer 0): the last column against the first (`wrapX`) and the last row against the first (`wrapY`), compared with every neighbouring column (or row) pair inside it, under the same rule (mean along the edge, interior mean, 98th-percentile peak). Any failing texture edge sets `texturesSeamless = false`, and `seamless` is `renderSeamless and texturesSeamless`. An atlas (several images stacked in one texture, like `@builtin::textures.array_texture`) never wraps across its border. Pass `textures = false` to judge it on the render alone. Verified on a fixture: a 64 px black-to-white gradient that does not wrap scores u boundary 127 vs 2 inside (score 63, seam) and v 0 (seamless), and its texture edge `wrapX` 255 vs 4. **shimmer.** A 240 m runtime floor, with UVs repeating every `tileSize` metres from the library entry. `near` looks at it from 1.5 m (fov 60). `far` looks at a point 30 m away from 8 m up (about 15° grazing, fov 20, so the floor fills the frame out to about 90 m). The far view is rendered three times with the clock pinned (`deterministic`): once, once more unchanged (`noiseFloor`) and once moved sideways by half a pixel's footprint at 30 m (`shiftDiff`). `shimmerScore = shiftDiff - noiseFloor`, the mean absolute luma difference in code values. **shimmering** when above `Checks.SHIMMER_THRESHOLD = 6.0`. Calibration: a 1-px checker without mipmaps scores ~10.7 (visible moiré), the same texture with mipmaps ~4.7 (the worst a filtered texture does), water and the triplanar checker 0.2-1.3, flat materials 0. **textureMemory.** The estimate is `Materials.measureTextures`: source image size, the texture's `settings.yaml` (`maxDimension`, `compression`, `generateMipmaps`). A sphere probe then draws the material once, and `asset.observe()` reports what the renderer actually holds for each texture (`resident`). `blockFormat` is the format block-compressed textures are held in on this device (`renderer.textureMemory()`: bc7 desktop, astc4x4 phones, etc2). **budget.** It warns when: | Limit | Value | Source | |---|---|---| | Hard texture size | 8192 px | texture type README (`maxDimension` 1..8192, larger refused); topics/graphics-quality (a GPU that cannot hold 8192 texels is low tier); WebGPU's default `maxTextureDimension2D` | | Texture size | 4096 px | texture type README: a new texture's default `maxDimension` | | Uncompressed (`rgba8`/`rgba16`/`rgba32f`) | ≤ 1024 px (not for `style = pixel`) | texture type README "What each compression stores": rgba8 is 4 B/texel, uastc 1 B/texel (BC7 desktop, ASTC 4x4 phones, ETC2) | | Total textures per material | 24 MiB | topics/graphics-quality: the low tier caps all textures at 384 MiB (medium 768), shared by 16 resident materials | | `rgba32f` | never on the web | texture type README: not filterable in browsers, so the slot draws the shader's default | | `rgba16` | warned | texture type README: half float (Rgba16Float) in every browser | | `uastc` not power of two | warned | texture type README: each side is resampled to a power of two | | Declared `textureKB` | within 25 % of measured | the collection's own claim against the measurement | Override any limit per call: `Checks.budget(id, { limits = { maxMaterialMiB = 48 } })`. ## Known limits - The calibration charts (`siemensStar`, `focusBars`, `colorChecker`, …) use the `referenceChart` shader, which clamps UVs to 0..1. They are single charts, not tiling materials, so seams and shimmer read them as one flat colour. - `textureMemory` reads residency after one probe draw. A texture already streamed down by the texture budget reports its current level. - Renders go through the scene's own sun and sky. Lighting changes the `final` cells, not the seams verdict, which is taken in `albedo`.
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backing path · materialLibraryKit.package/materialChecks.toolbox

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