Pavilion asset kit

All six sources are Poly Haven CC0-1.0, as documented in existing outputs/courtyard-house/asset-credits.md and outputs/atelier-room/asset-credits.md. License: https://polyhaven.com/license

- tree_small_02: https://polyhaven.com/a/tree_small_02
- shrub_02: https://polyhaven.com/a/shrub_02
- white_plaster_02: https://polyhaven.com/a/white_plaster_02
- wood_floor: https://polyhaven.com/a/wood_floor
- rough_linen: https://polyhaven.com/a/rough_linen
- sunny_rose_garden: https://polyhaven.com/a/sunny_rose_garden

Existing vegetation adaptations preserve geometry and materials; embedded images are reduced to 512px. PBR textures are resized to <=2K. Exact paths, roles, dimensions, bounds and sizes are recorded in asset-manifest.json. Tree botanical species is not verified as olive; wood species is not verified as oak. No separately sourced travertine or rock asset is included.


Additional material: Sandstone Blocks 04 by Rob Tuytel, Poly Haven, CC0. https://polyhaven.com/a/sandstone_blocks_04 . Original 1K base-color, OpenGL normal and roughness maps verified against official API MD5 and sizes. MORA chairs are original Object Bloom model work. The house architecture, furniture arrangement, plinth, ground cover and navigation are authored in Three.js. This is an original visual concept, not construction documentation.


The Bloom Observatory also reuses the tree asset listed above. Its island, glasshouse, orrery, benches, planting layout and animated water are original Three.js scene work. Preview images are captures of the actual browser scenes, not client projects.
The pavilion and observatory showcase thumbnails are path-traced stills of these same Three.js assets, rendered with three-gpu-pathtracer. Live previews use a lighter real-time rendering setup; lighting and reflections differ. The authoring-only renderer is source/beauty-render.js and is not loaded by the public website.

Bloom Conservatory (September 8): a new human-scale glasshouse, reflecting pool and brass orrery, authored in Three.js. It reuses the documented stone, wood, daylight, tree and shrub assets above. Doors, bounded walking and the mechanism are interactive. Its preview is captured from the actual real-time scene.

September 8 detail expansion: authored landscaping, individual paving, planter profiles, fasteners, gutters, hinged roof vents, propagation-bench props, gear train and procedural grasses/flowers. Near and distant trees reuse the credited Poly Haven asset. Reflecting pool uses Three.js Water (MIT) with generated normal data; no additional third-party media was introduced.

## September 9 material and craft pass
The pool mosaic (house/pool-mosaic.png) and oatmeal upholstery color (studies/pavilion/assets/linen-oatmeal.png) were generated for this original studio concept using the built-in image generation tool. Its model version was not exposed. Existing normal and roughness maps remain governed by the credits above. Cushion geometry, bronze joinery, botanical display geometry and water shader changes are authored scene work. Pool refraction uses an analytic basin floor and live planar reflections; it is not a full fluid simulation. The pavilion is a fictional isolated architectural concept, not a reconstruction of a real property.
