Improve lab_sim render: MSAA, shadows, and solid table top#691
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Improve lab_sim render: MSAA, shadows, and solid table top#691davetcoleman wants to merge 2 commits into
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📝 WalkthroughSummary by CodeRabbit
WalkthroughAdds a ChangesScene Rendering Quality Configuration
Desk Asset Material Update
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Two visual-quality fixes for the lab_sim scene. Both are pure render/material changes — no physics, transform, or camera-resolution effect — and fully reversible.
1. Anti-aliasing + crisp shadows (
src/lab_sim/description/scene.xml)The
<visual>block configured a<headlight>but left render quality at MuJoCo defaults — aliased edges and coarse shadows. Added one element:offsamples="4"= 4× MSAA;shadowsize="4096"= crisper shadow maps.<global offwidth/offheight>left untouched so the camera-resolution contract is unchanged.2. Solid table top instead of black checkerboard (
src/picknik_accessories/mujoco_assets/lab_desk/desk_globals.xml)The
desk_top_granitegeom used thegranitematerial, abuiltin="checker"texture in dark grays (rgb1=0.04…,rgb2=0.09…,texrepeat="20 20") — rendering as a black checkerboard. Replaced the texture with a solidrgba="0.07 0.07 0.08 1"(the mid-tone between the two checker colors), keepingspecular/shininessso it still reads as polished stone. Removed the now-orphanedgranite_texturedefinition.Shared asset note:
desk_globals.xmllives inpicknik_accessories, so any config includinglab_deskgets the solid top.