Stage 3.6 — models visible: transparent model compositing + Assembly density

Model layers render with transparent clear so Compositor lumakey/normal
can show composition underneath where no mesh covers — Assembly is now
sparse (hero + satellites on ground, not opaque fill), satellites wired
to count/spread/density so the density slider visibly changes the stage
and a seek is still just f(t,seed). Shared camera plumbing already
drove framing->dolly/personality->drift for real parallax.

Gates: lint 108 clean / 70 literals / 69 scenes; vite built.

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Dejvino
2026-08-20 18:58:32 +02:00
co-authored by Claude
parent 93a5dc8437
commit b98aa94dda
3 changed files with 128 additions and 61 deletions
+8
View File
@@ -336,6 +336,14 @@ export class ModelLayer extends Layer {
constructor(options) {
super(options);
this.scene = new THREE.Scene();
// Model layers are sparse: a hero plus a few satellites on a ground.
// Mark the scene for a transparent clear so Renderer clears to alpha 0
// and Compositor's lumakey/normal blend shows the composition underneath
// where there is no mesh — same role as a 'composable' shader layer.
this.scene.userData.transparentBackground = true;
// Keep the WebGL clear colour transparent as well; renderScene reads the
// scene flag but the fallback alpha is set here for safety.
this.scene.background = null;
this.camera = new THREE.PerspectiveCamera(60, 16 / 9, 0.1, 200);
this.camera.position.set(0, 0, 5);
this.actorSpec = options.actorSpec || null;