Pylon Grid stands the song's object on its pylons

The scene already had the depth axis the solid wants — near rows large, far rows
small, converging on the track's horizon — which made the flat crown the one
element in it drawn without perspective: a sticker facing the viewer on top of a
receding structure. Each crown is now marched, and each pylon turns its own at
its own angle, so a single field shows the form from a dozen sides at once.

12/12 on the gate, 7ms/frame at 4K against a 60ms ceiling. A hundred and sixty
instances stay affordable on the two guards MIGRATION.md now documents, and here
first-wins is the correct occlusion as well as the cheap one, because the rows
are already walked near to far.

IT MEASURES SLIGHTLY WORSE and the scene's header says so: 0.141 to 0.134 over
8 songs x 8 seeds, nearly all of it layout (0.156 to 0.126). Two candidate
causes were tested and both came back flat — keeping the far rows stamped scored
0.132, and running the lit surface through inkPattern scored 0.132 here and
moved Effigy by 0.0009. It is the solid itself: a body always fills its own
silhouette, where a stamped cast form paints anywhere between an outline and a
disc depending on whether the identity is hollow, and that swing was worth three
hundredths of layout variety.

Kept because the score does not measure what was wrong. A crown that ignores the
perspective of the field it stands in is a defect no coverage variance reports,
and the header records the number and the two-line revert for whoever disagrees.

The inkPattern experiment is reverted rather than left in as a plausible-looking
no-op, with its measurements written where the next person will look for them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Dejvino 2026-08-19 17:24:28 +02:00
parent 0a89676cc8
commit 61e0c66f61
2 changed files with 59 additions and 4 deletions

View File

@ -955,6 +955,13 @@ vec3 castLit(vec3 n, vec3 rd) {
vec3 col = mix(pal(1) * 0.22, pal(2), diff); vec3 col = mix(pal(1) * 0.22, pal(2), diff);
col += pal(0) * fill; col += pal(0) * fill;
col += pal(3) * rim * 0.55; col += pal(3) * rim * 0.55;
// Tried and reverted: modulating this by inkPattern, on the theory that a
// lit solid is the one thing in the video ignoring the track's FILL. It
// reads well and measures nothing — Pylon Grid 0.1324 to 0.1322, Effigy
// 0.2382 to 0.2373, both inside the last digit that means anything. The
// fill is already carried by the outline every solid scene draws beside the
// body, and by inkValue below.
return inkValue(col); return inkValue(col);
} }
`; `;

View File

@ -1,8 +1,32 @@
// Structural family: a field of standing pylons receding to the track's // Structural family: a field of standing pylons receding to the track's
// horizon. The columns converge on a vanishing point, giving real perspective // horizon. The columns converge on a vanishing point, giving real perspective
// depth, and each column carries a crown in the signature form so a hexagonal // depth, and each column carries the song's own object on top, so a hexagonal
// track grows hexagonal pylons. The beat walks a pulse of light down the rows // track grows hexagonal pylons. The beat walks a pulse of light down the rows
// rather than flashing the whole frame. // rather than flashing the whole frame.
//
// The crowns are SOLID. This scene already had the one thing the 3D cast needs
// and most scenes lack — a real depth axis, with near rows large and far rows
// small — so a flat crown was the only part of it drawn without perspective: a
// sticker facing the viewer on top of a receding structure. Marching them puts
// the object in the same space as the field it stands in, and because each
// pylon turns its own crown at its own angle, one field shows the song's form
// from a dozen sides at once. See castSolid.
//
// IT MEASURES SLIGHTLY WORSE, and that is worth writing down rather than
// discovering again. Over 8 songs x 8 seeds the flat version scored 0.141 and
// this one scores 0.134, almost all of it in the LAYOUT block (0.156 to 0.126).
// The cause is not resolution, and not the ink: two candidate fixes were tried
// and both measured flat — a size threshold keeping the far rows stamped
// (0.132) and running the lit surface through inkPattern (0.132). It is the
// solid itself. A body always fills its own silhouette, where a stamped cast
// form paints anywhere between an outline and a disc depending on whether the
// song's identity is hollow or has an outline-only fill, and that swing was
// worth three hundredths of layout variety.
//
// Kept anyway, because the variety score does not measure the thing that was
// wrong: a flat crown on a receding pylon is the one element in this scene that
// does not obey its own perspective, and no amount of coverage variance fixes
// that. Reverting is a two-line change if the number matters more.
export const pylonGrid = { export const pylonGrid = {
name: 'Pylon Grid', name: 'Pylon Grid',
@ -13,7 +37,7 @@ export const pylonGrid = {
// Personality: see look/Personality.js. // Personality: see look/Personality.js.
// Takes the track's surface grain, but lightly — this is drawn, not filmed. // Takes the track's surface grain, but lightly — this is drawn, not filmed.
texture: 0.4, texture: 0.4,
consumes: ['cast', 'ink'], consumes: ['form', 'ink'],
traits: ['shape', 'space', 'style'], traits: ['shape', 'space', 'style'],
params: { params: {
@ -45,6 +69,11 @@ vec4 scene(vec2 uv, vec2 p) {
float hy = sigHorizonY(); float hy = sigHorizonY();
vec3 col = pal(0) * 0.05; vec3 col = pal(0) * 0.05;
// Whether a crown already owns this pixel. Rows are walked near to far, so
// first-wins is the correct occlusion here rather than merely the cheap one
// — and it bounds a hundred and sixty instances to about one march.
float painted = 0.0;
for (int r = 0; r < 10; r++) { for (int r = 0; r < 10; r++) {
if (float(r) >= u_rows) break; if (float(r) >= u_rows) break;
float fr = float(r); float fr = float(r);
@ -72,10 +101,29 @@ vec4 scene(vec2 uv, vec2 p) {
float w = 0.02 * scale + 0.006; float w = 0.02 * scale + 0.006;
col += pal(int(mod(fc, 4.0))) * strut(p, cx, y0, yTop, w) * inten; col += pal(int(mod(fc, 4.0))) * strut(p, cx, y0, yTop, w) * inten;
// Crown stamped in the track's signature form. // The song's object, standing on the pylon.
vec2 crown = vec2(cx, yTop); vec2 crown = vec2(cx, yTop);
float size = (0.06 + 0.2 * scale) * (1.0 + u_beat * 0.4); float size = (0.06 + 0.2 * scale) * (1.0 + u_beat * 0.4);
col += pal(3) * castForm(p, crown, size) * inten * (0.6 + u_pulse); vec2 local = (p - crown) / max(size, 1e-3);
if (dot(local, local) < 1.6 && painted < 0.5) {
// Each crown at its own angle, so the field is one form seen
// from many sides rather than one silhouette repeated. The turn
// is slow and per-pylon; the row term keeps a receding line of
// them from presenting the same profile all the way back.
mat3 turn = castTurn(t * 0.6 + fc * 0.9 + fr * 0.4, 0.2 + sin(t + fr) * 0.2);
vec3 n;
float hit = castSolid(local, turn, n);
if (hit > 0.0) {
painted = 1.0;
col = mix(col, castLit(n, vec3(0.0, 0.0, 1.0)) * inten * (0.6 + u_pulse), 0.92);
}
// Its outline in the track's line weight, which is what carries
// the far rows: at twelve percent scale a crown is a few pixels
// and the lit faces are gone before the edge is.
float d = castSDF3(turn * vec3(local, 0.0)) * size;
col += pal(3) * inkStroke(d) * inten * (0.5 + u_pulse);
}
col += pal(int(mod(fr, 4.0))) * exp(-dot(p - crown, p - crown) * 60.0) * u_pulse * depthShade; col += pal(int(mod(fr, 4.0))) * exp(-dot(p - crown, p - crown) * 60.0) * u_pulse * depthShade;
} }
} }