Quality improvements to how re-skinnable characters composite into the still (Mesh) wallpaper.
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Characters behind water / glass now match the render. What's in front of a character — a water tint, a reflection, an occluder — is exported as an exact per-channel composite (
out = add + mul × character) instead of a single flat overlay. A submerged or behind-glass character keeps its true colour when re-skinned in the browser (blue water tints blue, dark skins no longer wash out) instead of looking like a milky decal. -
Exact scene look on the relit characters. The Mesh export now relights characters in linear light and applies the scene's real view transform (AgX / Filmic / …) as a baked 3D LUT, the same way the animated export does — so a re-skinned character matches the rendered scenery's look precisely, not an approximation.
These change the Mesh export format (static_version 2: an sRGB light atlas + a view_lut.png). The wallpaper tool renders the new format; older exports keep working unchanged.
Still-image and animated exports are otherwise unchanged. No workflow changes — just hit Render.