場地參考圖¶
參考件(非 spec):本檔為場地圖像生成與 3D authoring 參考;術語、schema 與驗證條件以 場地.md §8/ 材質表.md/ UGC上傳.md 為準。
本文件提供場地參考圖的提示詞,用於 codex(或其他 AI 圖像生成)產出參考圖,再餵給 Tripo3D / Meshy / 等服務生成 GLB。
每個提示詞都已內嵌場地 spec 必要視覺特徵(起終點位置、跑道型態、場地實際尺度、主要材質區分),確保生成的圖檔可順利進入 UGC機制.md 上傳流程的 Stage 2 編輯器步驟。
與 零件參考圖.md 的差異:零件 24 提示詞著重「同類部件互換契約」;本文件 3 場場地 × 1 提示詞,每場獨立主題、不互換、不分風格。
設計依據(Reference)¶
主要 reference:1990 年代 Mini 4WD 動畫/漫畫類型的賽道語彙。該類型的賽道不是桌上型玩具軌道(10m 級),而是真實世界環境:都市街區、叢林、雪山、廢墟、戰場。取用的是這項類型特徵(環境尺度與場景語彙),不指涉任何特定作品的具體設計。
比例計算:
- 車輛:對齊 Tamiya 公式戰真實規則 envelope ≤ 165 × 105 × 70mm(建模參數.md)
- 場地:按真實環境尺寸 — 城市街區 ~100m、叢林山徑 ~100-150m、雪原 ~200m
- 比例:場地長邊 ÷ 車長 ≈ 600-1300x(動畫實況常見值)
Spec 對應:場地 AABB 上限 500m × 500m × 100m(建模參數.md),可自由分布;以下三場為動畫風常見尺度範例,非場地分類強制值。
使用方式¶
- 每個提示詞產出一張參考圖(PNG 建議 2048×2048,因場地細節遠多於零件)
- 將圖丟給 Tripo3D(建議 200K 面 + 2048 紋理 + Quad output;場地比零件大很多,允許更多面數)
- 將生成 GLB 匯入 Stage 2 編輯器(或等效公版 authoring 管線)做減面、材質指派與結構整理;Draco + KTX2 由 finalize 管線處理
- 進入 Stage 2 編輯器 — 玩家手動:
- 擺
RoutePoint序列(RP1=起點、RPn=終點、貼表面;固定跑道=沿路徑帶走廊、全場地=開放無走廊) - 加
Checkpoint_<N>(選用) - 設天氣 / 重力 / 場地材質 sub-mesh slot
- 加
KillZone_<N>/RespawnPoint_<N>(選用) - UGC 可準備選填
size_class(純社群分類,送出時寫入 ledger metadata) - Stage 3 嚴格檢核後依用途分流:UGC 可存為
local:本機測試資產或上 IPFS + ledger;公版只進出貨資產,不上鏈
公版最終 GLB 進入 assets/builtin/tracks/<檔名>.glb;UGC 依 Stage 3 所選出口保存,不寫入 repo 的公版目錄。
提示詞中尺寸的性質¶
提示詞中的「真實環境 ~100m × 100m、跑道寬 ~3-5m」等尺寸是真實世界尺度引導值。它們的作用:
- 校正 AI 圖像生成的環境比例(建築物 / 樹 / 山按真實尺度繪製,而不是 1:32 玩具尺度)
- 協助 Tripo3D 從圖中推斷適當的幾何尺寸
- 預期車輛在場地中視覺上的渺小感(156mm 車輛在 100m 街區 = 600x 比例,符合動畫觀感)
實際 spec 限制由 Stage 2 對過大 AABB/面數自動縮放或減面,並由 Stage 3 嚴格檢核最終產物(GLB ≤ 80 MiB / AABB ≤ 500×500×100m / visual ≤ 3M tri / collider ≤ 500k tri / 主貼圖 ≤ 16×1024 或 ≤ 4×4K / Draco + KTX2 強制)。圖檔生成階段不需 pixel-perfect,只需視覺上看起來合理。
場地視覺契約(Track Visual Contract)¶
所有場地參考圖必須遵守這張表。這不是相容契約(場地之間不互換),而是「圖檔可順利進 Stage 2 編輯器使用」的最低需求。
| 視覺特徵 | 規格 | 對應 Empty / spec 章節 |
|---|---|---|
| 場地實際尺度 | 真實環境(100m+ 量級),不是玩具 diorama | 建模參數.md 規格限制 |
| 起點區 | 視覺上清晰、寬度 ≥ 3m(容納 8 玩家 ~ 1.24m + buffer,動畫尺度更寬看起來自然) | RoutePoint RP1(起點) |
| 終點區 | 視覺上清晰、寬度 ≥ 3m | RoutePoint RPn(終點) |
| 起終位置關係 | track.type(open / fixed)與 lap_mode(linear / loop)共同決定;open 強制 linear |
建模參數.md route 模式 |
| 跑道單一連續性(固定跑道限定) | 必須是單一閉合或單一線性路徑,不可有未說明的分支 / 平行支路 | RoutePoint 序列 |
| 場地材質 sub-mesh | 不同材質的區塊應在視覺上有清晰色差 / 紋理差 | 材質表.md 31 種統一材質(依 scope 過濾) |
| 重力方向暗示 | 場地的「上下」從圖中清晰可辨(建築立直、樹木向上) | gravity_direction(建模參數.md) |
| 視覺密度 | 場地內物件分布合理(避免大量空地) | 密度 ≥ 5 tri/m² 軟警告 |
標記不在圖上:圖檔只描繪物理視覺特徵(起點線繪在地面、終點門用實體建構等),所有 route 點位 / checkpoint / killzone / respawn 標記都是 Stage 2 編輯器內加入,不該畫上去。
共通渲染風格 prompt prefix¶
所有場地提示詞都應該以這段開頭:
Stylized 3D rendered scene depicting a REAL-WORLD ENVIRONMENT at REAL SCALE,
captured as if photographing a high-quality miniature diorama or location
model. Camera positioned at isometric / 3-quarter elevated angle (35-45
degrees looking down), framing the entire location in a single view. Pure
white background (#ffffff) outside the scene boundary, soft directional
daylight casting clear but gentle shadows.
VISUAL STYLE — stylized anime-meets-3D-animated-film aesthetic (toon-shaded, chunky, hand-painted background feel):
clean low-poly-friendly geometry, simplified flat-shaded surfaces, vibrant
but balanced colors. ABSOLUTELY NOT photorealistic. NOT hyperrealistic. NOT
detailed botanical / architectural / textural rendering. Surfaces should be
simplified for clean 3D mesh extraction by Tripo3D-style AI services. If
the model defaults to photorealism, OVERRIDE that — stylized takes priority.
REAL-WORLD SCALE — environment objects are sized as in real life: buildings
4-6 stories tall (~15-20 meters), trees 10-30 meters tall, household items
~1-2 meters, etc. The racing track is sized for tiny ~156mm Mini 4WD
vehicles (not shown in image), so the track appears as a thin ribbon
running through the environment.
NO ANNOTATIONS — image must contain ZERO text of any kind: no labels, no
callouts, no dimension lines, no measurement arrows, no waypoint markers,
no path indicator lines or dashes, no UI overlays, no logos, no watermarks,
no schematic guides. The image must depict only the physical scene with its
real surfaces and built structures. Any track lines, start gates, finish
markers, or signage must appear as ACTUAL PHYSICAL FEATURES (painted lines
on ground, built archways, gate structures) — never as drawn-on indicators
or text labels.
NO CHARACTERS, NO VEHICLES — show only the environment.
為什麼這麼嚴格:圖檔會直接餵給 Tripo3D 等 AI 3D 服務生成 mesh,圖上的任何文字 / 線 / 標記都可能被 AI 詮釋為幾何特徵或紋理,污染最終 GLB。
為什麼選 cartoon-stylized(3D 動畫電影風)而非 photorealistic:
- 場地規模比零件大兩三個量級,photoreal 高頻細節容易撐爆 visual ≤ 3M tri / 16 貼圖預算
- tripo 對 stylized clean topology 切割較乾淨,後續 decimate 損失較小
- 動畫 / 漫畫 reference 本來就是 stylized,photoreal 反而離 reference 更遠
Track 1: Urban Circuit(都市環形賽道)¶
設計綱要:天氣一般、白天都市、固定跑道(環形)、起=終;圈數由房間設定,不寫入場地 GLB。賽道組成主要為 asphalt 路面,部分段落搭配都市常見場景(建築 / 路燈 / 人行道 / 廣告牌)。
參考場景類型:1990 年代四驅車動畫的都市街道戰類型、日系都市街區俯瞰(白天版)。
真實尺度:~120m × 120m 城市街區(一個 block 規模)。跑道單環總長約 300-400m,車輛 5 m/s 一圈約 60-80 秒。
Stage 2 後續工作預期:
RoutePoint序列沿 asphalt 路面中心擺放、RP1 與 RPn 重合(環形閉合、帶走廊)- weather:
normal/ temperature ~20°C - 主場地材質 slot:
asphalt(路面)+concrete(人行道 / 建築底)+ 1-2 個 entity - gravity: 預設
[0, -1, 0]/ 9.81 m/s²
[共通 prefix]
The scene is a stylized real-world urban racing circuit, day time clear
sunny sky. The environment is a city block approximately 120 meters × 120
meters, populated with realistic-scale buildings (4-6 stories tall, around
15-20 meters in height), real-scale streets, sidewalks, lamp posts, and
trees. The look should resemble a stylized anime version of a real Tokyo
or generic metropolitan city block viewed from above.
Within this real-scale city block, ONE SINGLE CLOSED-LOOP racing track is
laid out on the streets — the start position EQUALS the finish position
(the loop returns to itself). The racing track is a continuous asphalt
road approximately 4-5 meters wide (visually thin compared to the
buildings), winding through the streets in a clear, simple closed shape
(an oval, figure-8, or rounded rectangle — pick one obvious closed
geometry). Total visible track length should be 300-400 meters of road.
The track surface is smooth dark grey asphalt with painted white lane
markings.
ABSOLUTELY NO disconnected sub-tracks, NO parallel sibling paths, NO
secondary loops. The racing line forms exactly ONE continuous closed
shape that any racer following the road would loop through.
Clearly visible single START/FINISH line crossing the asphalt at one
position on the loop, rendered as a wide painted black-and-white
checkerboard pattern flat on the road surface (NO banner, NO overhead
arch — the painted line itself is the marker), at least 3 meters wide
spanning the full road width and around 1 meter deep along the running
direction.
NO physical guardrails, NO red-and-white striped barriers, NO fencing
along the track edges — the track edges are simply painted curb stripes
on the asphalt itself, with normal raised concrete sidewalks alongside
where appropriate (as in real city streets).
Urban environment surrounding the track: stylized building facades with
shop windows and balconies, sidewalks with curbs, a few street lamp
posts, occasional trees in planters, painted crosswalks at intersections
where the track passes, manhole covers, fire hydrants. Buildings should
populate the BLOCKS BETWEEN track segments (the inside of the loop and
along the perimeter), not on top of the track. Density: enough buildings
and props that the city looks lived-in but uncluttered — at most 8-12
distinct building structures total.
The non-track ground areas use lighter concrete sidewalk texture, clearly
distinct from the dark asphalt track. Surface materials must be visually
distinguishable: dark asphalt track, lighter concrete sidewalks, building
facade colors, vegetation greens.
Modest vertical relief — the streets have slight banked curves and gentle
elevation changes (up to 2-3 meters of rise/fall across the block),
creating subtle climbing/descending sections without dramatic ramps.
Buildings rise 15-20 meters above the street level on their own footings,
clearly OFF the track plane.
Surface finish: stylized clean shading with crisp building edges, vibrant
urban colors (signage reds and blues kept abstract — NO words or letters
anywhere). Show from a 3/4 elevated front angle revealing the entire loop
and the painted start/finish marker.
Track 2: Jungle Mud Trail(叢林雨天直線賽道)¶
設計綱要:天氣下雨、白天叢林、固定跑道(直線)、起 ≠ 終、無圈數。賽道組成主要為凹陷的泥土地跑道,部分段落搭配樹幹 / 大石 / 蕨類等叢林常見場景。
參考場景類型:1990 年代四驅車動畫的叢林/雨林篇章類型、手繪動畫式原始森林、卡通賽車遊戲的叢林關卡類型。
真實尺度:~120m × 80m 叢林空地,跑道線性總長約 150-200m,車輛 5 m/s 跑完約 30-40 秒。
Stage 2 後續工作預期:
RoutePoint序列沿凹陷泥土地中心擺放、RP1 在路徑一端、RPn 在另一端(直線、帶走廊)- weather:
rain/ temperature ~18°C / patch: rain(deterministic spawn,預設 friction_modifier=0.65 / rolling_modifier=1.5) - 主場地材質 slot:
dirt(路面)+grass(兩側)+ 木材 entity(fallen trunk) - gravity: 預設
[0, -1, 0]/ 9.81 m/s²
[共通 prefix]
The scene is a stylized real-world jungle racing trail, day time overcast
rainy weather, gentle atmospheric mist filling the air. The environment is
a section of dense tropical jungle approximately 120 meters × 80 meters,
populated with realistic-scale tropical trees (15-30 meters tall), dense
ferns, palm fronds, hanging vines, moss-covered boulders, and exposed
roots. The look should resemble a stylized anime version of an Amazon or
Southeast Asian jungle floor.
Within this real-scale jungle, ONE SINGLE CONTINUOUS LINEAR racing trail
runs from one corner of the area to the OPPOSITE corner — start position
is CLEARLY DIFFERENT from finish position, NOT a loop. The trail is a
sunken muddy dirt path approximately 4-5 meters wide, recessed about 0.5
meters below the surrounding jungle floor, with clearly visible tire-like
grooves and shallow puddles reflecting the cloudy sky. Total trail length
~150-200 meters, winding in a simple S-curve or zigzag from start to
finish.
ABSOLUTELY NO branching paths, NO parallel sibling trails, NO forks. The
trail is ONE continuous ribbon of mud from start to finish — a racer can
only follow this single path. Surrounding jungle floor is grass, ferns,
roots — not drivable terrain.
Two distinctly placed gates marking the start and finish, at clearly
different positions on opposite ends of the trail:
- A rustic wooden START arch at one end — TWO VERTICAL WOODEN POSTS at
least 4 meters apart with a HORIZONTAL WOODEN BEAM connecting them
across the top, forming an actual archway that vehicles drive THROUGH.
Decorated with a simple plain green flag or banner (no text, no
letters, no logos). The gate must be a FULL ARCHWAY, NOT a sign post,
NOT a flag on a single pole, NOT a hanging banner.
- A wooden FINISH arch at the opposite end — same archway construction
(two posts + horizontal beam, ~4 meters wide) but decorated with a
simple checkered cloth pattern (no text). Vehicles drive THROUGH this
archway.
The two gates MUST be visually distinct (different decorations) and
clearly at different positions (linear point-to-point track, not a loop).
Jungle environment surrounding the trail: large fallen tree trunks lying
beside or arching over the path (one or two arch over the trail forming
natural tunnels vehicles can drive under), moss-covered boulders at
curves, hanging vines from overhead canopy, ferns and palm leaves along
both sides of the trail, dense jungle bushes, exposed gnarled tree roots
emerging from the ground near the trail edge, small stylized mushrooms.
Foliage must be POSITIONED BESIDE the trail or arching CLEARLY ABOVE it
with adequate clearance — NEVER overhanging or covering the mud path
surface from the camera's view. The entire mud path from start to finish
must be unobstructed and visible from above.
The non-trail surrounding ground is bright green grass and exposed
brownish roots, with clear visual distinction from the dark wet brown mud
trail. Surface materials must be clearly distinguishable: brown wet mud
for the trail, green grass for the surrounding floor, brown bark for
gates and trunks, varied greens for foliage.
Subtle elevation changes — the trail naturally dips and rises by up to 3
meters as it winds through the terrain (jungle floor is uneven), but no
extreme jumps or cliff drops. Trees rise 15-30 meters above ground level.
Surface finish: stylized SIMPLIFIED foliage (flat-shaded leaf clumps,
NOT detailed photoreal leaves), simplified bark (smooth tubes, NOT
detailed wood textures), saturated wet mud surfaces, slight rain-mist
particle haze. STYLE REMINDER: this MUST be cartoon-stylized (3D-animated-film look)
low-poly, NOT photorealistic jungle. If you default to photoreal jungle
photography, override that — stylized cartoon takes priority. Show from
a 3/4 elevated front angle revealing both gates' positions and the
winding single trail between them.
Track 3: Snowy Open Field(雪地全場地)¶
設計綱要:天氣下雪、白天雪地、全場地跑道、賽道組成主要為雪地,部分段落搭配冰塊 / 雪橇 / 木板 / 跨界生活物件等多材質替代路線。因為是全場地,所以基本上大部分為雪地,但也利用其他生活用具、工具或生物形成不同材質路徑。
參考場景類型:1990 年代四驅車動畫的雪山篇章類型、手繪動畫式飄雪場景、卡通風冰雪原野。
真實尺度:~200m × 200m 雪原,背景遠山可見,跑道無固定形狀(自由路線),起終 gate 之間直線距離約 100-150m。
Stage 2 後續工作預期:
RoutePoint起終點位置可彈性決定(全場地=開放路線,玩家在 Stage 2 自選)- 無走廊(全場地=開放路線、無 b-soft「脫離跑道」處罰)
- weather:
snow/ temperature -5°C / patch: snow(deterministic spawn,預設 friction_modifier=0.5 / rolling_modifier=2.0) - 主場地材質 slot:
snow(大部分)+ice_sheet(冰塊區)+woodentity(梯子 / 雪橇)+asphalt/steel/aluminumentity(其他生活用品) - gravity: 預設
[0, -1, 0]/ 9.81 m/s²(也可創意設低重力 ~3.0 m/s² 模擬雪地輕飄感,依玩家在 Stage 2 決定)
[共通 prefix]
The scene is a stylized real-world snowy open playfield, day time with
gentle snowfall, ambient temperature feels cold. The environment is a
broad snowy plain approximately 200 meters × 200 meters, with stylized
distant mountains visible at the edges of the scene framing the playfield.
Real-scale evergreen pine trees (10-20 meters tall) dot the perimeter,
suggesting the field sits in a mountain valley.
The entire 200×200m base is OPEN free-roam terrain — no fixed track shape,
the surface is drivable in any direction. Most of the surface is dominated
by thick natural snow with subtle drifts, but VISIBLE SUNKEN SNOW TRAILS
must be clearly drawn into the snow surface, suggesting 2-3 different
possible routes between the start gate and finish gate (the trails are
~4-5 meters wide, recessed ~0.3 meters below the surrounding snow surface,
with soft drifted snow edges). These trails are NOT formal tracks — racers
are free to leave them at will — but they visually anchor the "suggested
paths" through the field and make the playable area feel intentional
rather than empty.
Two distinctly placed wooden gates on the snow surface, clearly visible.
This is an open free-roam track, so it is always linear; the gates visually
anchor the eventual RP1 start and RPn finish positions selected in Stage 2:
- A wooden START arch with a plain green flag (no text, no letters), TWO
VERTICAL POSTS at least 4 meters apart with a HORIZONTAL BEAM, forming
a full archway vehicles drive THROUGH.
- A wooden FINISH arch with a checkered cloth pattern (no text), same
archway construction (~4 meters wide), at a clearly different position
from the start gate (~100-150 meters apart).
Most of the surface is deep white snow with subtle blue shadow tones in
the dips. Creative alternate-route surfaces are scattered ALONG the
suggested sunken trails (NOT randomly distributed) so vehicles can use
them as material-variety route options. Each item is at REAL HOUSEHOLD
SCALE (1-3 meters in their longest dimension):
- A long fallen wooden ladder (~3-4 meters long) lying flat on the snow
ALONG one trail's mid-section, forming a wood-plank shortcut surface.
- A frozen pond or large patch of glossy blue-white ice (~5-8 meters
across) sitting ON another trail, creating a slippery ice zone.
- A tipped-over wooden sled (~2 meters long) forming a small wooden ramp
beside a trail.
- A LARGE fallen snowman lying horizontally on its SIDE (~4-5 meters
long) — the body is a single long curved snow mound stretched across
the snow as a drivable ramp, the head detached and rolled away. NOT a
standing snowman, NOT a vertical snowman — fully tipped over and
collapsed into a ramp shape.
- A long wooden plank (~3 meters) balanced on a log, creating a
see-saw-like surface beside a trail.
- A few scattered tree branches forming small bumps.
- An upturned cooking pot (~1 meter diameter) embedded in snow as a
material-variety speedbump.
- A big curved log section (~2 meters) providing a natural ramp on a
trail.
Total alternate-surface objects: 8-12 distinct items, ARRANGED ALONG the
suggested trails so they form meaningful material variety along
race-routes (not scattered randomly like a display showroom).
Decorative elements (off-trail, ambient): leafless winter trees, snow-laden
pine bushes, sparkling ice crystals, scattered pine cones, small
snowdrifts, footprint trails in the snow. These can be at any scale
(decoration only) but should not interfere with the suggested race trails.
Background: stylized distant mountains visible at the playfield edges,
suggesting the field sits in a mountain valley at real scale.
Surface materials clearly distinguishable in the image: white matte snow
(dominant), glossy blue ice for the frozen pond, brown wood for the
ladder / sled / planks / log, pale metal for the cooking pot, dark brown
bark for tree branches and trunks, dark green pine needles for evergreen
foliage.
Surface finish: crisp white snow with subtle blue shadows, glossy ice
patches, faint falling snowflakes in the air, soft diffuse cool daylight
from above-front. STYLE REMINDER: stylized cartoon low-poly (3D-animated-film look), NOT
photorealistic snow simulation. Show from a 3/4 elevated front angle
revealing the diversity of surfaces, the suggested sunken trails, and
both start/finish gate positions.
後續流程¶
- 用每個提示詞各跑一張圖(3 張,必要時可重 roll)
- 驗收標準:每張圖必須清楚顯示「場地視覺契約」表中對應該場地的所有特徵 — 否則重 roll:
- 起點 / 終點是否清晰可辨且為實體 archway / painted line
- Track 1 起=終、單一閉合 / Track 2 起 ≠ 終、單一線性、無分岔 / Track 3 起終不同位置 + sunken trail 可見
- Track 1 路面 asphalt + 周圍 concrete 對比清楚 / Track 2 mud + grass 對比清楚 / Track 3 snow + ice + wood + metal 多材質清楚
- 沒有任何文字 / 標記 / 路徑虛線 / 箭頭
- 風格是 cartoon stylized(3D 動畫電影風),不是 photorealistic
- 通過驗收的圖丟 Tripo3D(200K 面 + 2048 紋理 + Quad output)
- 取得 GLB 後匯入 Stage 2 編輯器(公版使用等效 authoring 管線):
- 解析各 sub-mesh,讓創作者指派
material/materials[](場景檢核由 material 的forbidden_scopes自動處理) - 自動計算
auto_track_aabb_m、auto_narrowest_path_m、auto_density_warning等衍生欄位 - finalize 時自動套用 Draco 壓縮 + KTX2 紋理
- 進 Stage 2 編輯器手動補:
RoutePoint序列(RP1 起點、RPn 終點;Track 1 環形=RP1 與 RPn 重合、Track 2 直線=兩端分離,皆帶走廊;Track 3 全場地=開放無走廊)- 選用
KillZone_<N>/RespawnPoint_<N>(位置必須在場地 AABB 內) - 設天氣 / 重力;UGC 送出時另填
terrain_type/difficulty/style與選用size_class,寫入 ledger metadata、不寫入 GLB extras;公版亦不把這些 tags 烘進 GLB - Stage 3 嚴格檢核:
- visual ≤ 3M tri / collider ≤ 500k tri
- AABB ≤ 500m × 500m × 100m
- 主貼圖 ≤ 16 × 1024 或 ≤ 4 × 4K
- GLB ≤ 80 MiB(已壓縮)
- Draco level ≥ 7 + KTX2 紋理(未壓縮直接 reject)
track.route[]合法(open 恰 2 點 / fixed ≥ 2 點、各 RoutePoint 貼 mesh 表面 ±5mm)RP1.width_m推得auto_player_max至少 2(現行最小寬度 0.36m;8 人需 1.44m)- KillZone / RespawnPoint 完全在場地 AABB 內
- 視覺密度 ≥ 5 tri/m²(< 5 給警告但不阻擋)
- 通過後依用途分流:UGC 可存為
local:或上 IPFS + ledger;公版輸出到assets/builtin/tracks/且不上鏈
約束自我校驗¶
- 如果 Track 1 圖出現「兩條完全分離的跑道」(環形不閉合 / 雙環互不連通),直接重 roll
- 如果 Track 1 圖出現紅白條紋護欄圍住跑道,重 roll
- 如果 Track 2 圖出現分岔泥路(≥ 2 條平行路徑),直接重 roll
- 如果 Track 2 起點 / 終點不是「兩柱 + 橫梁」實體 archway(變成單柱招牌或飄帶),重 roll
- 如果 Track 3 圖看起來沒有 sunken snow trail 暗示路徑,重 roll
- 如果 Track 3 物件全部孤立散布、沒沿著 trail 排列,重 roll
- 如果任何圖出現文字 / 路徑虛線 / 箭頭 / 標籤 / 圖例,直接重 roll,不要將就
- 如果風格出來是 photorealistic(紋理過細、葉脈葉緣寫實、bark 木紋寫實),直接重 roll(這是 prompt 中明文禁止的,不該將就)
- 如果起終點視覺寬度看起來明顯 < 3m,重 roll
附錄:與其他文件的關聯¶
- 場地視覺契約源自 建模參數.md 與 零件與場景.md
- 上傳流程 Stage 1/2/3 細節見 UGC機制.md
- 31 種統一材質及 scope 規則見 材質表.md
- 車輛 envelope 規則見 建模參數.md
- 與 零件參考圖.md 的風格差異說明見「共通渲染風格 prompt prefix」段
- 3 張選定參考圖收於 repo 根
release-input/tracks/,依track-<name>.png命名 (track-urban-circuit.png/track-jungle-mud.png/track-snowy-field.png);authoring GLB 與 四視角檢查圖收在同資產的具名子資料夾,並由authoring-source-manifest.json鎖定 release 來源