finish_model
Apply a game-style texture pass to a GLB, tuning contrast, saturation, gamma, and emissive accents while preserving geometry.
Instructions
Apply the game-look texture pass to a generated GLB. Geometry untouched.
Tones the albedo (gamma/contrast/saturation), extracts saturated accents and blackhat panel seams into a dedicated glTF emissive texture. Separated from generation so it can be re-run with new knobs without regenerating. seam_pinstripes 0-1 (0 disables); defaults are the values proven on the AEGIS fleet.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| contrast | No | ||
| glb_path | Yes | ||
| seam_halo | No | ||
| saturation | No | ||
| tone_gamma | No | ||
| output_path | No | ||
| accent_emissive | No | ||
| seam_pinstripes | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||