Pylon Grid stands on the chorus instead of on a strut

The legs were the last thing in this scene it had invented for itself: a
fixed-width vertical capsule, the same object in every video, with only the
palette separating one track's structure from another's. Against migrated crowns
they read as scaffolding left up around a finished building — and structure is
half this frame, so half of it was still saying what the SCENE is rather than
what the song is.

A leg is now a stack of the song's chorus. How many members make up a column is
the song's element size deciding it — a track of few huge forms stands on three,
a track of many small ones on a ladder of nine — and how wide the column is comes
from the chorus's own proportions. Each member turns at its own angle, so a
column is one form seen many ways rather than one form printed nine times. That
makes `staging` a third declared artifact, which the lint caught before the gate
had to.

Measured on the crop that contains the change, since the frame-level score
cannot see it: over six identities the bottom third of the frame moves 13.4/255
with the old strut and 22.2/255 with the chorus stacked. The whole-frame variety
score goes 0.1322 to 0.1348, and the header now explains why the two disagree
and why both are right — the crowns dominate a descriptor averaged over the
whole image.

Cost is unchanged in practice: 7.7ms/frame at 4K, 12.4ms with every param at the
top of its range, against a 60ms ceiling. The column's bounding box is two
comparisons for a pixel outside it, which with a hundred and sixty pylons is
most of the budget.

The crown is resolved before the leg now. Resolved the other way round, the
first-wins rule let the column paint over the object standing on it and every
subject was cut off at the waist.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Dejvino 2026-08-19 17:49:29 +02:00
parent 61e0c66f61
commit 7d151be6e1

View File

@ -4,6 +4,14 @@
// 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.
// //
// Nothing here is the scene's own invention any more. The crown is the song's
// protagonist and the LEG is a stack of its chorus: a column of bodies holding
// the subject up, rather than the thin fixed-width strut this drew for years.
// That strut was the same object in every video — a scene that has migrated its
// subject and kept its structure is still telling you what IT is, in the half of
// the frame that is structure, and next to a marched crown it read as scaffolding
// left up around a finished building.
//
// The crowns are SOLID. This scene already had the one thing the 3D cast needs // 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 // 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 // small — so a flat crown was the only part of it drawn without perspective: a
@ -12,32 +20,40 @@
// pylon turns its own crown at its own angle, one field shows the song's form // pylon turns its own crown at its own angle, one field shows the song's form
// from a dozen sides at once. See castSolid. // from a dozen sides at once. See castSolid.
// //
// IT MEASURES SLIGHTLY WORSE, and that is worth writing down rather than // WHAT THE NUMBERS SAY, since two of them disagree and both are right.
// 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 // Crop to the bottom third of the frame — the near rows, where the columns are
// wrong: a flat crown on a receding pylon is the one element in this scene that // tall and the crowns are not — and measure how far apart six identities are:
// does not obey its own perspective, and no amount of coverage variance fixes // 13.4/255 with the old strut, 22.2/255 with the chorus stacked. That is the
// that. Reverting is a two-line change if the number matters more. // complaint answered. The strut was a fixed width and a fixed shape, so the only
// thing separating one video's structure from another's was the palette.
//
// The whole-frame variety score barely moves for it: 0.1322 to 0.1348 over
// 8 songs x 8 seeds. That is honest rather than disappointing — the crowns
// already dominate a frame-level descriptor, and a measurement averaged over the
// whole image cannot see a change confined to the lower third. It is the reason
// the crop above exists.
//
// The frame score is also still under the flat version's 0.141, and the cause is
// known: 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. Two
// candidate fixes were tried and both measured flat — keeping the far rows
// stamped (0.132), and running the lit surface through inkPattern (0.132 here,
// and 0.0009 on Effigy). It is the solid itself, and the trade is deliberate:
// the score does not measure a crown that ignores the perspective of the field
// it stands in, or a leg that is the same object in every video.
export const pylonGrid = { export const pylonGrid = {
name: 'Pylon Grid', name: 'Pylon Grid',
family: 'structural', family: 'structural',
kind: 'fragment', kind: 'fragment',
// Paints 27% of the frame — see checks/phase12 coverage. // Paints 25% of the frame — see checks/phase12 coverage.
surface: 'composable', surface: 'composable',
// 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: ['form', 'ink'], consumes: ['form', 'ink', 'staging'],
traits: ['shape', 'space', 'style'], traits: ['shape', 'space', 'style'],
params: { params: {
@ -56,14 +72,6 @@ export const pylonGrid = {
}, },
shader: ` shader: `
// Distance to a thin vertical strut from (cx, y0) up to (cx, y1).
float strut(vec2 p, float cx, float y0, float y1, float w) {
float xd = abs(p.x - cx);
float yd = max(max(y0 - p.y, p.y - y1), 0.0);
float d = sqrt(xd * xd + yd * yd);
return smoothstep(w + 0.004, w - 0.004, d);
}
vec4 scene(vec2 uv, vec2 p) { vec4 scene(vec2 uv, vec2 p) {
float t = u_time * u_speed + u_seed; float t = u_time * u_speed + u_seed;
float hy = sigHorizonY(); float hy = sigHorizonY();
@ -98,9 +106,11 @@ vec4 scene(vec2 uv, vec2 p) {
float walk = sat(1.0 - abs(fr - mod(u_beatPhase * 6.0 + t * 0.4, u_rows))); float walk = sat(1.0 - abs(fr - mod(u_beatPhase * 6.0 + t * 0.4, u_rows)));
float inten = (0.35 + 0.65 * walk) * depthShade * (0.7 + 0.3 * u_beat); float inten = (0.35 + 0.65 * walk) * depthShade * (0.7 + 0.3 * u_beat);
float w = 0.02 * scale + 0.006; // The crown is resolved BEFORE the leg, because the two overlap
col += pal(int(mod(fc, 4.0))) * strut(p, cx, y0, yTop, w) * inten; // where the object sits on the column and the crown has to win it —
// resolved the other way round, every subject is cut off at the
// waist by the thing holding it up.
//
// The song's object, standing on the pylon. // 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);
@ -125,6 +135,38 @@ vec4 scene(vec2 uv, vec2 p) {
col += pal(3) * inkStroke(d) * inten * (0.5 + u_pulse); 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;
// THE LEG: the chorus, stacked. How many members make up a column
// is the song's element size deciding it — a track built of a few
// huge forms stands on three of them, a track of many small ones on
// a ladder of nine — and how WIDE the column is comes from the
// chorus's own proportions, which is why no two songs get the same
// pylon. See Identity.js: this is what the chorus solid is for.
float segs = clamp(floor(2.0 + 3.6 / max(stageScale(), 0.3)), 2.0, 9.0);
float member = max(h / (segs * 2.0), 1e-3);
// The bounding test is the column's own box, so a pixel outside it
// costs two comparisons rather than a march. With a hundred and
// sixty pylons on screen that test is most of the scene's budget.
if (abs(p.x - cx) < member * 1.3 && p.y > y0 - member * 0.3
&& p.y < yTop + member * 0.3 && painted < 0.5) {
float rung = floor((p.y - y0) / (member * 2.0));
float centreY = y0 + (rung + 0.5) * member * 2.0;
vec2 legLocal = vec2(p.x - cx, p.y - centreY) / member;
// Every member at its own angle, so a column is a stack of one
// form seen many ways rather than one form printed nine times.
mat3 legTurn = castTurn(t * 0.35 + rung * 1.1 + fc * 0.5, rung * 0.5);
vec3 ln;
float legHit = castChorusSolid(legLocal, legTurn, ln);
if (legHit > 0.0) {
painted = 1.0;
col = mix(col, castLit(ln, vec3(0.0, 0.0, 1.0))
* mix(inten, 1.0, 0.25) * pal(int(mod(fc, 4.0))) * 1.6, 0.9);
}
col += pal(int(mod(fc, 4.0)))
* inkStroke(castChorus3(legTurn * vec3(legLocal, 0.0)) * member) * inten * 0.8;
}
} }
} }