# Opaque product surfaces This is the first integrated consumer slice of #1004, under #813/#620. It uses the existing Render workspace, product geometry, appearance assignment and PNG job host. There is no second renderer or external material dataset. ## Apply and preserve a response ```json {"command":"appearance.assign","params":{"bodies":["Specimen"],"color":"#b47846","pbr":{"metallic":1,"roughness":0.3,"dielectric_ior":1.5}}} ``` The Appearance editor has an **Opaque PBR** checkbox and separate Metallic, Roughness and Dielectric IOR fields. Enabling it explicitly sets opacity to one. View the response in Render or export a product PNG; Design retains its simple color preview. Apply/OK, swatch reuse and component/face targeting use the existing assignment command. A later scalar face override replaces a body's PBR response on that face; it does not inherit the optical response implicitly. Parameters are finite and bounded: metallic [0,1], perceptual roughness [0.045,1], relative dielectric IOR [1,3]. For PBR, unknown optical fields and nonnumeric/out-of-range opacity refuse before changing the design. PBR requires opacity exactly one. IOR controls the nonmetal fraction's reflection; it does not enable refraction. A library appearance selected by name keeps its complete preset response when `pbr` is omitted. An explicit `color`, including a custom look named like a library entry, starts with scalar shading unless a `pbr` block is supplied. Supplying `pbr: null` explicitly selects scalar shading. Assignment replaces a look; it is not a partial parameter patch. Use `name` with an explicit `color` to copy an inert look label, including labels that happen to equal a `starter.*` ID. `name` and `appearance` are mutually exclusive. The Appearance editor uses `name` for owned looks and `appearance` only for an explicitly selected recipe, so reopening or reusing a copied look does not change its optical values. Explicit unavailable glass recipe requests still refuse; an inert label never enables refraction. `material.create/edit` accept the same optional `pbr` block alongside a default appearance/color. A named PBR default also requires opacity exactly one, even when the command omits `pbr`; invalid combinations refuse before creating or editing the material. A density-only edit retains the entire existing look. Visual response changes do not modify density, geometry, placement or engineering axes. No grade-specific optical or mechanical values are inferred from a name or color. Since format **21**, `pbr` is saved inside existing body/face/component and material-default looks. Missing fields retain scalar shading. Format-20 render setups and old looks upgrade without reinterpretation; older readers refuse newly saved files instead of dropping their optical response. Undo/redo, copying and cold reopening use the existing design-owned values, with no external file dependency. The portable catalog v2 preserves PBR looks and physical-material defaults, alongside validated engineering cards. Explicit scalar v1 export refuses any loss of those records before writing. V1 imports and v2 looks without PBR explicitly select scalar shading and clear a prior PBR response. See [local material libraries](book/src/dev/local-libraries.md). In-design swatches retain and reuse the response. ## Original opaque finish presets The existing Appearance library includes six additional opaque finishes. Its 20 scalar entries keep their names, colors, opacity and shading behavior. The new names are distinct, and the Appearance editor uses its existing categories, search, swatches and optical fields to select and edit them. | Appearance | sRGB color | Metallic | Roughness | |---|---|---:|---:| | Steel - Satin PBR | `#9ea4ac` | 1 | 0.40 | | Aluminum - Satin PBR | `#ccd0d6` | 1 | 0.30 | | Copper - Clean PBR | `#cc7a50` | 1 | 0.25 | | ABS - Molded PBR | `#deded8` | 0 | 0.40 | | PLA - Smooth PBR | `#6ea0de` | 0 | 0.35 | | Wood - Oak Uniform PBR Preview | `#be925c` | 0 | 0.65 | Each preset has opacity 1 and an illustrative dielectric IOR of 1.5. The values are original visual studies, not measured optical constants or engineering-grade material properties. Oak is a uniform preview without grain; PLA has no printed layers; satin metals use an isotropic response. A physical material's density and engineering axes remain independent of these visual choices. The source values live in `assets/appearances/opaque_finishes.rs`. Assigning a preset saves its values inside the existing look, so a later library update does not change a saved assignment. This addition does not change the design format. `examples/material-finishes.json` creates six original radius-10 mm spheres, assigns generic physical materials and applies these finishes through the same commands used by the editor: ```sh solidcraft-cli run examples/material-finishes.json --save target/material-finishes.solidcraft solidcraft-cli render target/material-finishes.solidcraft --out target/material-finishes.png --width 1600 --height 1000 ``` ## Actual consumers and color The installed integrated `gpu-viewport` and `cpu-product` image hosts advertise the `pbr` feature. Requests require it when the captured product scene contains PBR. The static legacy `cpu-raster` descriptor retains its previous capabilities. No host gains HDRI, refraction, progressive/final rendering or EXR support. Look colors are decoded from sRGB8 to linear sRGB once in the shared document/scene adapter. PBR GPU vertices carry linear reflectance and optical parameters. The CPU rasterizer interpolates world position and normals with perspective correction; the GPU uses the corresponding fragment interpolation. Both use the original [opaque BRDF](render-surface.md) and three fixed neutral directional lights in Z-up world coordinates. They sum BRDF × relative incident radiance × light cosine, apply per-channel Reinhard preview tone mapping, then encode exactly once. Linear and sRGB GPU attachments have distinct output transfer paths. This fixed studio has no cast shadows, environment illumination, indirect bounces, emission, anisotropy, coating, absorption or transmission. Lighting magnitudes are relative preview values, not calibrated lux or spectral data. The single-scattering model can darken rough metals. Transparent legacy looks retain approximate sorted alpha blending, including when seen in front of an opaque PBR surface; that is not glass optics. Nondefault exposure/environment controls remain explicitly unsupported. Scene uploads keep the 128 MiB bound, accounting for the larger PBR vertices. CPU face-map admission accounts for retained optical descriptors. Existing immutable capture, ownership, cancellation, stale-result rejection and PNG export policies remain in effect. Invalid/nonfinite geometry or zero input normals refuse. ## Validation and original example `examples/render-opaque-studio.json` builds four original spheres and a base, varying metallic fraction and roughness independently while keeping base color. Its values are an illustrative optical study, not engineering data for real grades. The product offscreen test uses the actual installed callback/pipelines on Vulkan, including both linear and sRGB attachments. For four metal/roughness combinations, each comparison checks 12,454 interior pixels against CPU PNG output; observed mean channel error is below 0.2/255, with no pixels beyond the 12/255 outlier threshold. Silhouettes are excluded because CPU images use 2x supersampling and that test's GPU target uses 1x. This is a scoped parity result, not browser or universal GPU certification. Command tests check unchanged geometry/mass, atomic refusal, undo/redo, cold reopen, physical default/face precedence, retained scalar format-20 looks upgraded to the current format and explicit v1 catalog refusal. Preset regressions also cover named PBR inheritance, `pbr: null`, custom looks with matching names, material create/edit refusal without changing history, density-only edits and all six scene responses. A clicked editor regression checks one transaction and reopening the same selected body. Native media and exact current-head gate results belong in the PR. wasm compilation and actual browser interaction are separate evidence.