# Inspected render evidence

These are texture/geometry renders of the delivered schematics, not AI-generated illustrations or
reference-program outputs. All sixteen current views listed here were inspected. The full originals
passed validation and paired semantic reload. Rendering does not test Minecraft simulation, source
light propagation, inventories or ownership; those checks run independently on the originals.

Each directory includes `views.json` with source, seed, camera or cut coordinates, plus the renderer's
camera records. Exterior cameras use azimuth 210° / elevation 28° and 30° / 26°, radius 3.5 and a 30°
field of view. The settlement is 1500 pixels square, other views 1000 pixels. Terrain edge cropping
in some views is camera framing only; export bounds retain all realized blocks.

| Source and seed | Exterior views | Interior/section views | Inspection observations |
|---|---|---|---|
| Default settlement, seed 0, five buildings | [Front](settlement/front.png), [rear](settlement/rear.png) | Separate building cutaways below | Opposed street, well square, joined entrance paths, different wing/storey profiles and complete rear facades. Open grass is intentionally generous; the plot organization is regular. |
| Commons, seed 6 | [Front](commons-6/front.png), [rear](commons-6/rear.png) | [Ground-floor cut](commons-6/floor-cut.png), [stair section](commons-6/stair-cut.png) | Low wings join a three-storey tower. The section reveals two stacked flights, upper landings, beds/bookshelves and hanging lights. Roof voids above sealed ceilings are unoccupied. |
| Adaptation 00, environment seed 0 / building seed 0 | [Front](adaptation-00/front.png), [rear](adaptation-00/rear.png) | [Floor cut](adaptation-00/floor-cut.png), [bed/stair section](adaptation-00/stair-cut.png) | The independent wet environment remains sloped beneath the water. Piers meet the bed, floors remain above water, and the entrance offers a dry landing. A route from this standalone landing to distant land is an enclosing-scope obligation, not supplied in this sample. |
| Atelier, seed 1 | [Front](atelier-1/front.png), [rear](atelier-1/rear.png) | Not sliced | One long brick gable contrasts with the multi-level commons. Hooded windows substitute for shuttered windows. Facades and furnishings are restrained rather than as dense as the reference artwork. |
| Later courtyard client, seed 0 | [Front](courtyard-0/front.png), [rear](courtyard-0/rear.png) | [Room-ring cut](courtyard-0/floor-cut.png), [wing-stair section](courtyard-0/stair-cut.png) | Eight ground rooms form a connected ring around an unoccupied planted lightwell; one corner rises another level. The central plot has no contracted visitor entrance. Concave facade planting stays clear of the room joins. |

The floor slices keep blocks through export-local Y=13 (commons/courtyard) or Y=14 (adaptation).
Stair sections use the actual current cells of a stair component, including a flight in a remote
wing. Their exact planes are recorded in `views.json`; they are not assumed to be at a fixed building
origin. Slices can remove supports, paired-object parts, lights or semantic ancestors by design.
They are **geometry-only previews with no structural companion**, never completed valid components.
Use the complete source pair for inspection, membership highlighting, NBT and validation.

Reproduce these views in the supplied environment:

```sh
python -m examples.preview --seed 0 --input output.litematic --output previews/settlement --size 1500
python -m examples.preview --seed 6 --input samples/commons-6.litematic --output previews/commons-6 --size 1000 --cutaways
python -m examples.preview --seed 0 --input samples/adaptation-00.litematic --output previews/adaptation-00 --size 1000 --cutaways
python -m examples.preview --seed 1 --input samples/atelier-1.litematic --output previews/atelier-1 --size 1000
python -m examples.preview --seed 0 --input samples/courtyard.litematic --output previews/courtyard-0 --size 1000 --cutaways
```

Rendering uses the optional `/opt/tools/render_schematic.mjs`, `/opt/tools/cutaway.py`, supplied
MCRender assets and `xvfb-run`; it is not part of offline generation/test dependencies. The renderer
emits a `minecraft:builtin/entity` model-parent notice for some block models but completes. No
entities are generated or inferred from these images. Render process logs are retained in `reports/`.

Historical [development house](development-house.png) and [first settlement](settlement-first.png)
views are retained for comparison. They exposed sparse facades, dense foliage tiers and framing
issues. Shared component rules were refined, then the full corpus was rerun. They are not evidence
that the final artifact exactly reproduces an earlier development snapshot. The current results
still show modular bays and bounded gable forms; these renders do not establish exhaustive aesthetic
quality or universal roof-flashing correctness.
