Bistro: all imported materials are opaque — foliage and glass lose their alpha
### Symptom
In the Bistro sample the storefront glass renders as an opaque wall showing a blurred
copy of the HDRI skyline, hiding the interior entirely. Foliage renders as solid
overlapping cards rather than cut-out leaves.
Both have the same root cause: **every material imported from Bistro is fully opaque.**
All 277 generated `.material` artifacts in `.cache/assets/` carry
`{"blend": "disabled", "alpha_mask": false, "depth_write": true}` — not one exception.
### Root cause 1 — the importer ignores BaseColor alpha
`fbx_wrap.c` derives the alpha mode purely from ufbx's opacity map:
```c
int opacity_textured = pbr->opacity.texture != NULL;
int opacity_transparent = pbr->opacity.has_value && pbr->opacity.value_real < 0.999;
o->alpha_mode = (opacity_textured || opacity_transparent) ? FBX_WRAP_ALPHA_BLEND : FBX_WRAP_ALPHA_OPAQUE;
```
Dumping ufbx's material properties for all 132 exterior materials shows the FBX carries
**no** transparency signal — every single material reports:
```
pbr.opacity has=0 val=0.0000 tex=0
fbx.transparency_fac has=1 val=1.0000 | color has=1 (0.000 0.000 0.000)
raw Opacity = 1.0000
raw TransparencyFactor= 1.0000
```
So the condition can never fire, and everything falls through to opaque.
The actual signal is in the textures, and the ORCA `README.txt` shipped with the asset
states the convention explicitly:
> - BaseColor
> RGB channels: BaseColor value
> **Alpha channel: Opacity**
17 BaseColor maps carry a real mask that is currently discarded (% of texels below
alpha 250, measured at full resolution):
| % masked | texture |
|---|---|
| 100.00 | `Paris_Table_cloth_01_BaseColor.dds` |
| 100.00 | `Paris_LiquorBottle_01_Labels_BaseColor.dds` |
| 100.00 | `MASTER_Glass_Dirty_MASKED_BaseColor.dds` |
| 88.07 | `MASTER_Forge_Metal_BaseColor.dds` |
| 81.92 | `Foliage_Leaves_BaseColor.dds` |
| 75.83 | `Foliage_Flowers_BaseColor.dds` |
| 75.20 | `Foliage_Linde_Tree_Large_Orange_Leaves_BaseColor.dds` |
| 75.19 | `Foliage_Linde_Tree_Large_Green_Leaves_BaseColor.dds` |
| 66.04 | `Plants_plants_BaseColor.dds` |
| 65.85 | `MASTER_Side_Letters_BaseColor.dds` |
| 53.39 | `Foliage_Ivy_leaf_a_BaseColor.dds` |
| 49.61 | `Plates_Details_BaseColor.dds` |
| 48.14 | `Foliage_Bux_Hedges46_BaseColor.dds` |
| 33.58 | `MASTER_Curtains_BaseColor.dds` |
| 13.39 | `Lantern_BaseColor.dds`, `LanternEmissive_BaseColor.dds`, `MASTER_Interior_01_Paris_Lantern_BaseColor.dds` |
These are almost all near-binary masks (partial-alpha texels are 1–9% of the image), so
they want `alpha_mask` (cutout), not `blend` — cheap, order-independent, and correct
for foliage.
Note the engine side is already in place (#26 delivered `BlendMode` + `alpha_mask` and
`ModelDerivedAssets.zig` maps them onto the material asset). Only the *detection* is
missing.
### Root cause 2 — the storefront glass has no transparency signal anywhere
The plain glass materials (`MASTER_Glass_Exterior`, `MASTER_Glass_Dirty`,
`MASTER_Focus_Glass`, `MASTER_Frosted_Glass`, `TransparentGlass`, the liquor bottles)
have **alpha 255 across the entire BaseColor map** and no FBX opacity. Fixing root cause 1
will not make them transparent.
That is not an oversight in the asset: in the ORCA distribution this information lives
*outside* the FBX, in the Falcor `.pyscene` script shipped in `vendor-source/`:
```python
glass = sceneBuilder.getMaterial("TransparentGlass")
glass.roughness = 0
glass.metallic = 0
glass.indexOfRefraction = 1.55
glass.specularTransmission = 1
glass.doubleSided = True
```
Turian has no equivalent. Worse, the generated `.material` artifacts live under `.cache/`,
which is gitignored — so hand-editing a material through the sub-asset inspector fixes it
locally but cannot ship with the sample project, and is wiped by "Reimport All".
**What is needed is a per-material import-override mechanism that persists in the
tracked `.meta` file** (alongside `import_settings`), keyed by source material name.
That is the general fix — it makes any DCC-authored model correctable without touching
the source asset, and it is what lets the Bistro sample ship correct glass.
### Why the glass reads as a mirror specifically
All the glass `*_Specular.dds` maps are solid black, i.e. roughness 0 / metalness 0.
That is the asset's way of saying "perfectly smooth dielectric", which is correct — but
combined with an *opaque* surface it produces a mirror of the only reflection source the
renderer has, the distant HDRI. Even once the glass is alpha-blended it will keep
reflecting the sky rather than the street until local reflections exist (see the GI
umbrella issue).
### Proposed work
- [ ] Derive alpha mode from the BaseColor texture's alpha channel when the model format
supplies no opacity, classifying near-binary masks as `alpha_mask` and smooth
gradients as `blend`. Applies to FBX and glTF alike.
- [ ] Add per-material import overrides to the model `.meta`, keyed by source material
name, merged over the derived material at cook time. Ship Bistro's glass overrides
in the sample repo.
- [ ] Expose the overrides in the Studio sub-asset inspector so edits write to `.meta`
rather than to the gitignored cache artifact.
### Verification
Capture the terrace view before/after; the interior must be visible through the
storefront glass and the potted topiary must read as individual leaves rather than a
solid blob. Compare against the
[ORCA reference render](https://d29g4g2dyqv443.cloudfront.net/sites/default/files/akamai/Bistro_Exterior_1.png).
### Related
- #132 Bistro sample
- #26 Materials: transparency blend modes — engine side, already delivered
- #2 Asset metadata / MetaFile — where the overrides would live
issue
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