Epic 5 Phase 2.5 — model blend via alpha, not lumakey
Model stages render with alpha:0 where no mesh covers (transparent clear) and carry dark material colours. Lumakey keys on luma (dot(src,0.212…)), so a dim mesh keyed to ~0 and vanished — Pylon Field 3D / Synthwave Corridor looked black. Use 'normal' for kind:'model' so the alpha is the mask; fragment over dark ground stays covered. Per-stage fog/light tuning deferred to a director param (LookGenerator) per review — not hand-tuned per stage. Co-Authored-By: Claude <noreply@anthropic.com>
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@ -625,7 +625,13 @@ function buildStack(module, overlayRoster, bias, rng, temperament, story = null,
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// leaves unpainted is then the ground rather than black, which is the
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// leaves unpainted is then the ground rather than black, which is the
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// whole point of standing it on one, and what it DOES paint stays its
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// whole point of standing it on one, and what it DOES paint stays its
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// own colour. 'screen' is the blaze — see above, and passes.js.
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// own colour. 'screen' is the blaze — see above, and passes.js.
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blend: standsAlone ? 'normal' : (blaze ? 'screen' : 'lumakey'),
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// Model stages render with correct alpha (transparent clear) and carry
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// dark material colours — lumakey would key them out. Use normal for
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// kind:'model' so the alpha is the mask (Assembly, Pylon Field 3D,
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// Synthwave Corridor).
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blend: module.kind === 'model'
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? 'normal'
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: standsAlone ? 'normal' : (blaze ? 'screen' : 'lumakey'),
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// Carried so the HUD, the checks and a later pass over the look can all
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// Carried so the HUD, the checks and a later pass over the look can all
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// tell a deliberate bloom-out from a broken one.
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// tell a deliberate bloom-out from a broken one.
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blaze,
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blaze,
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