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Vibrante-Node v2.5.0 — Semantic Intelligence & Environment Construction

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@KamalTD KamalTD released this 13 Jun 04:38

Vibrante-Node v2.5.0 — Release Notes

Released: 2026-06-13
Type: Minor — massive AI intelligence expansion (Tiers 8–15), 200+ new Houdini nodes, 250+ new tests


Summary

v2.5.0 is the largest feature release in Vibrante-Node's history. It introduces a complete AI-native environment assembly pipeline spanning 18 intelligence tiers, from natural language scene intent extraction through reality validation and live geometry correction in Houdini. Every tier is deterministic, planning-only (no bridge calls), and backed by a dedicated unit test suite.


What's New

Semantic Scene Intent System (Phase 1)

New src/runtime/semantic/ sub-package — a full NL → structured intent extraction pipeline:

  • SceneIntentExtractor — orchestrates LLM-optional extraction; produces typed SceneIntent dataclasses
  • SceneIntentValidator — enum/range/contradiction validation on all 14 schema fields
  • SceneIntentEnricher — deterministically enriches intents with implied requirements; every enrichment records reason, source, and confidence
  • IntentSerializer — JSON persistence with schema version migration
  • SemanticLogger — pipeline trace for every extraction step
  • IntentRecommendationEngine — production-proven recommendations from memory + patterns + knowledge graph
  • Schema constants: ENVIRONMENT_TYPES, STYLE_TYPES, MOOD_TYPES, CINEMATIC_STYLE_VALUES, ATMOSPHERIC_EFFECT_TYPES, and more (55 environments)
  • 5 new Houdini nodes: hou_mcp_scene_intent_extract, hou_mcp_scene_intent_validate, hou_mcp_scene_intent_enrich, hou_mcp_scene_intent_recommend, hou_mcp_build_scene_from_intent

Production Semantic Intelligence Layer (Tier 2.9)

4 new runtime modules for cinematic goal orchestration:

  • goal_decomposer — "create cinematic explosion scene" → 9 ordered workflow stages; pure keyword matching, no LLM required
  • review_engine — specific per-stage critique ("smoke breakup lacks variation", "depth pass not in world units"); never returns generic "Execution successful"
  • scene_awareness — analyzes scene_context dicts for terrain scale, renderer, lighting environment, and render cost estimation
  • runtime_narration[Runtime]/[Planning]/[Execution]/[Review] narration blocks for all orchestration steps

Cinematic Orchestration Suite (§23)

6 new planning modules with zero Houdini dependency:

  • semantic_lighting_engine — cinematic lighting plans from scene intent + mood context
  • cinematic_camera_engine — camera orchestration plans (push-in, orbital, dutch, etc.)
  • atmosphere_orchestrator — fog, volumetric, and particle atmosphere plans
  • visual_hierarchy_engine — hero focus, depth layering, and balance evaluation
  • render_preparation_engine — renderer settings, AOV strategy, and complexity scoring
  • cinematic_scene_review — 9-dimension cinematic quality evaluation

Production Knowledge System (§24)

6 new modules that learn from production history:

  • production_memory — append-only store of successful/failed scenes, pattern usage, review outcomes
  • pattern_library — reusable production pattern registry with usage-based ranking
  • production_scoring — deterministic multi-dimension quality scoring (readability, composition, lighting, camera, atmosphere)
  • review_feedback — structured feedback extraction from review results → improvement actions
  • asset_knowledge_graph — semantic relationship graph: commonly_used_with, same_environment, same_style, successful_pairing
  • scene_recommendation_engine — production-proven scene configuration recommendations from memory + patterns + graph

Scene Planning Runtime (§27)

3 new modules + 4 Houdini nodes:

  • Scene Plan creationSceneIntentScenePlan with zones, composition rules, camera targets, asset queries
  • Scene Plan validation — structural consistency checks on zone completeness and camera targets
  • Asset Query Generation — structured provider-agnostic search queries from any ScenePlan
  • New nodes: hou_mcp_scene_plan_create, hou_mcp_scene_plan_validate, hou_mcp_scene_plan_recommend, hou_mcp_scene_asset_query_generate

Asset Intelligence Runtime (Tier 8)

New src/runtime/assets/ package — full pipeline from queries to ranked recommendations:

  • Providers: SketchfabProvider, PolyhavenProvider, LocalLibraryProvider
  • AssetDiscoveryEngine — queries all providers, merges, deduplicates; no downloads, no auth
  • AssetValidationEngine — category, format, scale, and conflict validation
  • AssetRankingEngine — 6-factor deterministic scoring with production memory/pattern/graph boost
  • AssetRecommendationEngine — full pipeline orchestrator
  • New nodes: hou_mcp_asset_discover, hou_mcp_asset_validate, hou_mcp_asset_rank, hou_mcp_import_asset

Semantic Asset Catalog & Megascans Knowledge Layer (Tier 12.7)

17-module semantic catalog in src/runtime/assets/semantic/:

  • Environment mapping (55 environments), role classification (6 roles), storytelling mapping, lookdev tagging, cinematic usage
  • Megascans metadata client (offline-safe; official API only; no scraping)
  • Knowledge graph with 6 relationship types
  • Priority chain: local manifest → catalog → API → fallback
  • 6 Houdini nodes + 130 tests

Semantic Vector Search & Asset Retrieval (Tier 12.8)

14-module vector search in src/runtime/assets/vector_search/:

  • DeterministicEmbeddingProvider — 128-dim, no ML dependencies; same text → same vector always
  • SentenceTransformersProvider — optional all-MiniLM-L6-v2 upgrade when available
  • HybridRankingEngine — 6-signal scoring: vector 40%, environment 20%, storytelling 15%, lookdev 10%, graph 10%, memory 5%
  • 6 Houdini nodes + 175 tests

Semantic Asset Suitability Ranking (Tier 12.85)

12-module suitability engine in src/runtime/assets/suitability/:

  • 7-factor scoring replaces raw similarity: environment, role, style, material, scale, placement, story affinity
  • Wooden Saloon Chair scores 0.905 vs Modern Plastic Chair 0.550 for western_room — correct contextual selection
  • 4 Houdini nodes + 110 tests

Local Asset Acquisition (Tier 12.5)

6-module acquisition service in src/runtime/assets/acquisition/:

  • Scans local Fab and Megascans library directories — no network calls, no authentication
  • Priority chain: registry → index → Fab scan → Megascans scan → not_found

Online Asset Acquisition (Tier 12.9)

15-module acquisition pipeline in src/runtime/assets/acquisition_online/:

  • Cache-first fetcher; Megascans API fallback (token via VIBRANTE_MEGASCANS_TOKEN)
  • Persistent download queue, rate-limited scheduler, SHA-256 asset cache
  • Project-local staging, append-only provenance tracking
  • Fab Socket Receiver — started automatically at initialize_runtime_context; accepts push events from the Fab desktop app / Unreal Engine
  • Token never stored in serialized output (to_dict()"***")
  • 14 tests

Asset Realization & DCC Integration (Tier 13)

12-module realization pipeline in src/runtime/assets/realization/:

  • Import → convert → normalize → resolve dependencies → map materials → build USD → instance → realize as transaction ops → validate → review
  • No bridge calls; all modules are planning-only
  • SUPPORTED_FORMATS: fbx, obj, gltf, glb, usd, usda, usdc, usdz
  • SUPPORTED_RENDERERS: arnold, usd_preview_surface, generic_pbr, karma

Lookdev & Material Intelligence (Tier 14)

10-module lookdev layer in src/runtime/lookdev/:

  • 13 built-in material categories, 5 environment patterns, 3 renderer profiles
  • Recommendation priority: LookdevPatterns → MaterialKnowledge → RendererDefault
  • 4-dimension review scoring; blocking findings for "no materials", "zero assignments"

Lighting Intelligence (Tier 15)

16-module cinematic illumination pipeline in src/runtime/lighting/:

  • 8 mood profiles, 8 lighting patterns, 10 color palettes, 8 exposure profiles
  • 6-dimension review: readability, mood accuracy, story support, visual hierarchy, color harmony, exposure
  • All outputs are renderer-agnostic plans — never creates Houdini lights

Real Asset Spatial Intelligence (Tier 9.4)

AABB collision detection, clearance validation, and placement optimization in src/runtime/assets/assembly/:

  • CollisionDetector — AABB-based collision detection
  • ClearanceValidator — edge-to-edge clearance rules (machine→machine: 2.0m, vehicle→vehicle: 2.5m)
  • PlacementOptimizer — 48-candidate radial search for collision-free positions
  • collision_count > 0 is a hard production-ready block

Scale-Aware Spatial Placement (Tier 9.6)

Fixes the root cause of cm/m unit mismatch from Megascans assets:

  • UnitNormalizer — detects and converts cm/mm/m/in/ft → meters; heuristic: dim > 10 → assume cm
  • AssetScaleAnalyzer — 6 scale classes (tiny/small/medium/large/structural/hero)
  • LayoutSpacingEnginespacing = radius_a + clearance_margin + radius_b; replaces fixed index × 3.0 m

Geometry Intelligence & Asset Metrics (Tier 9.7)

9-module geometry analysis pipeline in src/runtime/assets/geometry/:

  • 10-step bounding box extraction priority chain (explicit vectors → USD extent → GLTF bounds → placement-type table → generic fallback)
  • Pivot detection (5 types), ground contact detection (leg/base_ring/wheel/skid/track), support surface detection (tabletop/shelf/worktop/rack_unit)
  • AssetMetrics is now the authoritative geometry source for all placement engines

Environment Construction Package (§44)

14-module environment construction layer in src/runtime/environment/:

  • 20 built-in templates across Interior, Industrial, Scientific, Sci-Fi, Outdoor, and Fantasy categories
  • 8 atmosphere profiles (western_dust, industrial_haze, cold_interior, volumetric_light, etc.)
  • 6-dimension review: structure, zones, anchors, support, decoration, atmosphere

Semantic Furniture Layout Engine (Tier 9.8)

12-module relationship-based placement in src/runtime/layout/:

  • Assets placed relative to other assets through semantic relationships — not dropped independently into zones
  • Chairs orbit table at 0.9m in 4 cardinal directions; bottle placed on table surface at y=0.75m; poster wall-mounted at 1.6m
  • 10 relationship types: supports, around, attached_to, against, near, hanging_from, mounted_on, etc.
  • hou_mcp_semantic_layout_debug logs the full placement tree for every environment

Layout Realization & Scene Constraint Solver (Tier 9.9)

12-module world-space transform pipeline in src/runtime/layout_realization/:

  • LayoutPlanResolvedSceneLayout with concrete tx/ty/tz/rx/ry/rz for every asset
  • 7-stage pipeline: cluster → surface → wall → decoration → collision → constraint → assemble
  • LayoutApplicationEngine is the only module that calls get_bridge() — isolated adapter
  • Parent-child pairs are exempt from AABB collision checks

Structural Environment Realization (Tier 10.0)

13-module architectural shell builder in src/runtime/environment_realization/:

  • Floor + walls + ceiling + doors + windows + beams + columns for all 55 environments
  • Outdoor environments receive a 50×50m ground plane with no walls/ceiling
  • All elements converted to Houdini transaction op dicts for safe application

Structural Asset Classification (Tier 10.3)

9-module pre-layout classifier in src/runtime/structure/:

  • 3-signal pipeline: geometry dimensions + metadata keywords + environment affinity
  • 20 structural roles: wall, doorway, beam, column, fireplace, archway, stair, railing, etc.
  • Doorways, beams, and columns are automatically routed away from the furniture pipeline
  • 25 environments with affinity tables; stone arch scores 0.90 in castle_hall, ≤0.50 in western_room

Environment Shell Construction (Tier 10.4)

6-phase environment-first pipeline in src/runtime/environment_shell/:

  • Phase 1–6: floor → walls → ceiling → structural anchors → structural placement → shell validation
  • ENVIRONMENT_NOT_READY gate is BLOCKING — furniture placement cannot proceed until gate passes
  • hou_mcp_shell_gate has dual exec output: exec_out_ready and exec_out_blocked

Structural Openings & Architectural Features (Tier 10.5)

Door/window openings, fireplace/beam/shelf attachment, and /obj/sh_* geometry in src/runtime/architectural_features/.

Scene Reality Validation (Tier 14.3)

5-rule validation in src/runtime/scene_validation/:

  • Support surface, occupancy AABB, relationship graph, human plausibility, orphan detection
  • Replaces bare production_ready bool with geometry_valid + semantic_valid + plausibility_valid + production_ready

Asset Identity Audit (Tier 14.4.5)

8-module identity auditor in src/runtime/asset_identity/:

  • 3 new vibrante_ user-data keys on every Houdini node (vibrante_asset_id, vibrante_asset_name, vibrante_asset_category)
  • Opaque ID detection, role/engine and role/category cross-validation

Reality Intelligence (Tier 15.0+)

16-module senior-artist intelligence layer in src/runtime/reality/:

  • Core rule: never ask "Can I place this asset?" — always ask "Would a human intentionally place this here?"
  • Reality First Rule: geometry wins over metadata when the two conflict
  • GeometryInspector — BRIDGE: reads actual Houdini geometry; reconcile() enforces GEOMETRY WINS
  • CorrectionApplier — BRIDGE: applies geometry fixes via set_parms; all other modules are pure planning
  • Support rule table: bottle requires table/shelf/bar; chair requires table/desk/fireplace/bar within 2.0m; fireplace requires wall
  • FloatingObjectDetectorraycast_down() for any asset with bottom_y > floor + 0.10m
  • VisualReviewEngine — 9 criteria ALL required: physically_plausible, functionally_usable, architecturally_valid, visually_believable, compositionally_balanced, relationship_consistent, no_floating_objects, no_orphan_assets, no_impossible_placements

Environment Expansion Pack (§39)

55 production environments across 9 categories in src/runtime/environments/:

  • Industrial (8): industrial_hangar, warehouse, shipyard, oil_refinery, power_station, mining_facility…
  • Scientific (6): robotics_lab, research_lab, medical_lab, clean_room, biohazard_facility, control_room
  • Military (5), Sci-Fi (6), Urban (6), Interior (8), Nature (7), Fantasy (5), Post-Apocalyptic (4)
  • All 55 environments have lighting profiles, storytelling narratives, lookdev keywords, and workflow packs

build_scene_from_assets MCP Tool

New MCP tool registered in MCPToolRegistry:

  • Required first step for all scene-building intents — real assets, never primitives
  • Pipeline: intent → keyword extraction → local catalog search → Megascans import → structural routing → semantic layout → layout realization → Houdini transforms
  • query_examples() now returns a concrete scene_building_example dict for scene intents

200+ New Houdini MCP Nodes

Complete node set for the full assembly pipeline in plugins/houdini/v_nodes_houdini/:

  • Scene intent: hou_mcp_scene_intent_extract, hou_mcp_scene_intent_validate, hou_mcp_scene_intent_enrich, hou_mcp_scene_intent_recommend
  • Scene planning: hou_mcp_scene_plan_create, hou_mcp_scene_plan_validate, hou_mcp_scene_plan_recommend
  • Asset pipeline: hou_mcp_asset_discover, hou_mcp_asset_validate, hou_mcp_asset_rank, hou_mcp_asset_suitability, hou_mcp_asset_retrieval
  • Layout: hou_mcp_layout_cluster, hou_mcp_surface_placement, hou_mcp_layout_graph, hou_mcp_realize_layout, hou_mcp_apply_layout
  • Environment: hou_mcp_build_shell, hou_mcp_shell_gate, hou_mcp_build_environment, hou_mcp_environment_blueprint
  • Structural: hou_mcp_structural_classifier, hou_mcp_geometry_analyze, hou_mcp_collision_review
  • Lookdev & lighting: hou_mcp_material_recommend, hou_mcp_lighting_strategy, hou_mcp_lighting_plan, hou_mcp_lighting_review
  • Reality: hou_mcp_reality_check, hou_mcp_reality_correction, hou_mcp_visual_review, hou_mcp_geometry_truth
  • Workflow: hou_mcp_workflow_pack, hou_mcp_workflow_recommend, hou_mcp_workflow_execute

Changed

  • vibrante_node.json — expanded from 2 to 14 env vars; new acquisition and storage paths are optional (backward-compatible with v2.4.0 installs)
  • RECOMMENDED_EXECUTION_FLOW — step 7 added: hou_mcp_build_scene_from_intent for scene intents (geometry before lights)
  • initialize_runtime_context — now reports asset path status, starts Fab socket receiver, and pushes vibrante_node.json values into the live Houdini session
  • query_examples() — returns scene_building_example dict for scene-building intents; redirects callers to build_scene_from_assets (not plan_scene + execute_workflow_transaction)
  • workflow_templates — new scene_from_assets template for the full Tier 12.8 → 10.3.5 → 9.8 → 9.9 pipeline
  • pythonrc.py — Houdini startup now prints VIBRANTE_MEGASCANS_LIBRARY and VIBRANTE_ASSET_CACHE status
  • run_vibrante_mcp.py — documentation updated with Claude Code MCP setup instructions (claude mcp add-json)
  • Release notes moved from repository root to releases/ directory; root keeps only the current release

Fixed

  • asset_cache_manager.py — deadlock in remove_asset() caused tests/unit/test_asset_cache_manager.py to hang forever (see §10.13 in CLAUDE.md)

Dependencies

  • networkx added to requirements.txt — required by asset knowledge graph modules

Migration Notes

Upgrading from v2.4.0

No breaking changes. All v2.4.0 workflows, nodes, and MCP tools continue to work unchanged.

Optional new configuration in vibrante_node.json:

{ "VIBRANTE_MEGASCANS_LIBRARY": "<path to local Megascans Downloaded/3d>" },
{ "VIBRANTE_FAB_LIBRARY":       "<path to local Fab Library>" },
{ "VIBRANTE_ASSET_STORAGE":     "<root for Vibrante databases, e.g. E:/vibrante_db>" },
{ "VIBRANTE_ASSET_CACHE":       "<subfolder for vector index, e.g. E:/vibrante_db/vector_cache>" }

All are optional — without them, asset discovery falls back to local file scan only and the vector index is not persisted between sessions.

Install networkx if using asset knowledge graph features:

pip install networkx

Scene-Building Intents

For prompts like "build a western room" or "create a sci-fi corridor":

  • Use build_scene_from_assets (new MCP tool) — this runs the full Tier 12.8 → layout → Houdini pipeline with real assets
  • Do NOT use plan_scene + execute_workflow_transaction for environment building — that path handles primitive geometry only

Known Limitations

  • SentenceTransformersProvider requires sentence_transformers to be pre-installed and the all-MiniLM-L6-v2 model to be cached; it silently falls back to DeterministicEmbeddingProvider if unavailable
  • GeometryInspector.reconcile() requires a live Houdini bridge; build_op_dicts() provides a dry-run path for testing
  • Online Megascans download requires VIBRANTE_MEGASCANS_TOKEN — without it the system operates in offline mode (local library scan only)

Stats

Metric Count
New runtime modules 120+
New Houdini MCP nodes 200+
New unit test files 250+
Intelligence tiers Tiers 2.9, 8, 9.4–9.9, 10.0–10.5, 12.5–12.9, 13–15.0+
Supported environments 55
New capabilities registered 80+