A silhouette is the same picture from every angle, so a scene that turns one is
showing you the same shape rotated. That is the ceiling the cast has been under:
it can be notched and hollowed and it still cannot be walked around.
So the identity generates an ASSEMBLY — two to six parts, each a primitive with
an offset, a scale, a rotation and a boolean op, all under a symmetry. The
symmetry is the load-bearing half: parts unioned at random positions read as
debris, the same parts folded read as designed, and only a designed object is
worth calling a protagonist. Prism parts are the existing 2D profile extruded,
so the solid and the silhouette stay one character rather than two generators
running side by side.
It travels as data like every other artifact: three vec4 rows per part in
u_formPart, plus the scalars. Scenes declare `consumes: ['form']` and get
castSDF3, castMarch, castSolid, castChorusSolid and castLit; with no identity
they fall back to the flat profile extruded, so the helpers are safe to call
unconditionally. The chorus is the same rows with fewer parts and its own
proportions — a relative, not a second generator, and no extra uniforms.
Three scenes carry it. Effigy is new and holds the object still while it turns.
Floating Geometry and Swarm were already loops of stamps and are now loops of
bodies; Swarm is what the chorus solid exists for. That is 34.8% of videos
containing a 3D cast, against 11.9% when only Effigy had it.
Measured, the outline does change rather than merely spin: over one turn the lit
area of Effigy's subject varies 14-113% against Soloist's 3-51% for the same
rotation. Whether that reaches the variety blocks is not yet measured, and
HOWTO-variety says so rather than claiming the win.
Four costs, each found by measuring rather than by reading:
* every pixel evaluated every instance's field — Swarm at 59ms/frame against a
60ms ceiling. Bounding-sphere reject first, now 12.3ms.
* instances overlap several deep at the top of the size range, and marching
all of them made Floating Geometry's own gate run for minutes. First-wins
instead of last-wins, which was arbitrary either way.
* a normal inside the march loop multiplies four copies of the SDF by the step
count, because GLSL unrolls a fixed bound. Hoisted out.
* the helpers in the shared preamble made all 68 scenes compile what 3 of them
call. FORM_PREAMBLE is appended per scene instead.
The lint's backtick check was green through two of my own breakages: quoting a
name in a doc comment adds backticks in PAIRS, so parity survives and the
pair-scanner just re-partitions the file. It now finds where a shader literal
opens and requires the next backtick to be a real terminator — which
immediately found a second stray pair.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
13 KiB
How to build a visualizer that varies
HOWTO-visualizers.md covers making a scene that works. This one covers making
a scene that looks different from one song to the next — a separate skill, and
the one the library is currently worst at.
Everything here is a measurement rather than an opinion, and the numbers are quoted so a future change can contradict them. Several already contradict things believed earlier in the same week. Living document: add what you learn, and delete what stops being true.
The one-line version
A scene varies when the SONG can change what is on screen. It does not vary because its parameters moved.
Parameters mostly change the same picture. Content changes the picture.
How to know if you succeeded
gallery.html your scene, six times, on six songs — with a score
checks.html?scene=X the per-scene gate, including `consumes:` lines
The gallery score is the mean structural distance between a scene's own six
frames, on the same descriptor the variety harness uses. Minimum bar: 0.1
(MIN_VARIETY in checks/gallery.js), drawn as a red line. Below it a scene is
the same picture wherever it appears, and because it is cast into many songs
that sameness leaks between them — the viewer recognises the shot rather than
the song.
Most of the library does not clear it. That is deliberate: a bar set where the work already is measures nothing.
Some reference points, measured:
0.324 Droste Feedback varies a lot
0.082 Plasma Bloom
0.062 Voronoi Shatter after a focus
0.062 Apollonian Gasket
0.047 Moiré Grid after a subject; 0.031 before
What the descriptor can and cannot see
Design against this, because half of "why is my score low" is here.
It is blind to:
- Brightness and contrast. Frames are standardised to zero mean and unit variance before anything is measured. A scene that only gets brighter has not changed.
- Colour. Measured, reported, and excluded from the score. Six palettes cannot disguise one image, which was the entire point.
- Rotation, on the scale, orientation and texture blocks.
- Quality. It measures change between songs, nothing else. Apollonian Gasket scores 0.039 and looks great. Both facts are true and neither implies the other.
It sees:
| block | what it measures | how to move it |
|---|---|---|
scale |
feature size — fine grain vs large forms | let the song set element size (stageScale()) |
orient |
grid vs radial vs stripes, rotation-blind | break or vary a regular lattice |
layout |
where in the frame structure sits | move the subject, change what is empty |
texture |
element count, sparsity, mirror and radial symmetry | vary how many things there are |
region |
how differently the parts of the frame behave from each other | give the frame a subject, so one region is unlike its neighbours |
motion |
what moves and where, not how much | vary the KIND of movement, not the rate |
region is the block that rewards having something to look at. Layout says
where the energy is, normalised, so a uniform field and a field with a subject in
it can normalise to nearly the same answer. Region characterises each part of the
frame in its own right — detail, direction, element count — and reports how far
each deviates from the frame's average. A pattern spread evenly deviates by
nothing everywhere, which is exactly why there is nothing to watch.
Measured when it was added: Apollonian Gasket 0.039 to 0.062 and Plasma Bloom to 0.082, both on region alone, because both have a subject the old blocks were not crediting. It is the strongest single block in the descriptor.
A known blind spot. layout is nearly useless for full-frame fields. Voronoi
Shatter measures 0.004 there no matter what changes, because edge-to-edge cells
occupy the same frame however they fall. That is honest — there genuinely is no
arrangement — but it means a whole family is judged on four blocks instead of
five. If your scene fills the frame corner to corner, expect to earn your score
on orient and texture.
What has actually worked
Ordered by measured effect.
1. Draw the song's content instead of your own
The largest single lever. Take consumes: ['cast', 'ink', 'staging'] and draw
castMain/castChorus where you would have drawn your own primitive. Recipe in
MIGRATION.md.
Measured: identity is worth 117% of what the container is worth
(checks.html?decompose=1) — swapping the song's cast under a fixed scene moves
the picture more than swapping the scene under a fixed cast. A migrated library
scene also carries the identity better than a stage written from scratch to
carry it, which was a surprise and is why the whole library was migrated rather
than replaced.
1b. Give the subject a third dimension — payoff still unmeasured
castSolid / castChorusSolid / castMarch, and consumes: ['form']. The
song's protagonist as an assembly of solids instead of an outline, so its
silhouette CHANGES as the shot moves rather than merely rotating. Recipe in
MIGRATION.md, including the two guards that keep many instances affordable.
Three scenes carry it — Effigy, Floating Geometry, Swarm — which is 34.8% of videos containing at least one, against 11.9% when only Effigy had it. That is reach, not payoff.
The payoff is still unmeasured: the variety report has not been re-run against a library with these in it, so nothing here says the videos are more varied. What is measured is narrower — across four seeds, the lit area of Effigy's subject varies 14-113% over one turn against Soloist's 3-51% for the same rotation, which says the outline genuinely changes rather than merely spinning. Whether that reaches the variety blocks is the open question, and it is the next thing to run. Do not migrate a field scene onto it hoping for a win.
2. Let the song decide element SIZE
stageScale(). Not the size of your features relative to each other — the size
of the whole vocabulary. A song of six huge forms and a song of four hundred
tiny ones are different videos before anything else is decided.
Measured: adding elementScale to the identity moved stages from
+0.0111 ±0.0043 to +0.0143 ±0.0008, and the scale block from 0.033 to 0.041.
3. Displace a regular lattice
If your scene is a grid, let the song push things off it. Bounded — past about half a cell the structure the grid was providing stops reading.
Measured: Isometric Blocks 0.034 → 0.049, with orient nearly doubling from
0.093 to 0.164 as the rigid lattice softened.
4. Give a full-frame field somewhere to be about
focusWarp(p, amount) and focusField(p). The song picks one to three focal
points; tile in the warped coordinate so cells crowd toward them or pull away.
Measured: Voronoi Shatter 0.0463 → 0.0588. Note what moved: orient 0.140 →
0.194, while layout went 0.004 → 0.007, i.e. nowhere. Warping where cells sit
changes what they look like without changing where the frame's energy is. The
gain is real; the stated reason for it was wrong.
What has measurably NOT worked
Recorded because the failures were more informative than the wins, and because each of these looked obviously right beforehand.
Effects as parameters
Forty-nine scenes had their own glow; every one had its own grain. An effect
knob sampled per song makes a scene look varied across parameter draws while its
structure never moves — it inflates the score without changing the picture, and
it fights the grade, which already does bloom, grain, chroma and vignette with
an envelope the scene cannot see.
Do not add glow, bloom, grain, haze, chroma or trails to a scene. The post
chain owns them. npm run lint:scenes does not catch this yet; reviewers should.
Concentrating disturbance instead of adding it
Isometric Blocks, twice. Spending the scatter budget near the focal points and calming the rest measured 0.049 → 0.0374 — most of the field went back onto the rigid lattice and took the orientation variety with it. Making the focus additive instead recovered nothing: 0.0365.
Two plausible diagnoses, both wrong. The lesson is narrow and worth keeping: a focal point has to be something the field gains, not something the rest of it pays for — and even that framing did not rescue it, so the real cause is still unknown.
Making the roster smaller
A whole afternoon went into the theory that a track drawing on fewer scenes would look more like itself. Swept directly across pool sizes 4, 8, 16 and 32 over twelve songs with three draws each: differences of 0.003 to 0.007 against a run-to-run noise of ±0.003 to ±0.005. Nothing. The theory came from an experiment whose arms differed in two ways at once.
Reading a form as a metric rather than drawing it
Spectrum Sculpture used sigShape as a radial distance rather than as a subject.
Migrating it to castMain rendered pure black, because the cast carries notches
and a hollow and an annulus used as a radius turns a sculpture inside out. If
your scene consults a form's geometry rather than drawing it, it wants
sigShape, and the cast is not for you.
Scene shapes, and how hard each is to vary
- Element-placing (
metaballs,floating-geometry,firefly-drift) — easiest. Take the cast, place onstageNode, keep your motion. Nearly all the wins above are this shape. - Single figure (
slow-orb,eclipse-field) — take the cast andstageScale(). Composition is yours to vary; most such scenes centre their subject and never move it, which is freelayoutleft on the table. - Full-frame field (
voronoi-shatter,plasma-bloom,curl-flow) — hard.layoutis unavailable to you. Earn it onorientandtexture, and consider a focus. - Fixed geometry (
truchet-fold,quasicrystal,apollonian-gasket) — hardest, and currently unsolved. The image is the maths, so the cast cannot be pasted on top of it. The open idea is to make the cast the repeating UNIT the tiling is built from, which is a real rewrite per scene rather than a recipe step. Nobody has tried it yet. - Treatment (
analog-wow,scan-tear,halftone-misprint) — these are effects wearing a scene's clothes. They score 0.031–0.040 and their whole migration was one posterisation. They probably belong in the identity's effects register rather than competing for screen time as subjects.
Trusting the numbers
This harness has two classes of measurement and only one is safe to steer by.
Direct render comparisons — the gallery score, checks.html?decompose=1, the
per-scene gate — compare rendered frames to each other. Noise floor of exactly
zero. Trust these.
Aggregate ratios — chiefly separation, which divides one small difference
by another — swing wildly. Three runs of the same post-migration measurement gave
0.31, 0.56 and 0.07. Four conclusions were drawn and withdrawn during this epic
for exactly that reason. Anything under about 0.01 of spread needs
&repeats=3 before it is believed, and a difference that changes sign with the
sample size is not a difference.
Two more traps, both of which have bitten:
- A score of exactly 0.000 is a dead shader, not a boring scene. The gallery now says so outright — the row goes purple and carries the luminance and variance — but the underlying trap is general: a broken render produces the most boring possible numbers rather than an error.
- A permanently-zero block looks like a property of your scene. The gallery
built four of the descriptor's five blocks for weeks;
motioncame back 0.000 for every scene and depressed every score by a fifth. If a block is identical across many unrelated scenes, suspect the instrument. - Arms that differ in more than one way cannot be read as if they differed in one. This produced the roster-size result above, and it was believed for a day.
Checklist for a new or reworked scene
consumesdeclared, and theconsumes:lines pass inchecks.html?scene=<name>. A declared artifact that is ignored is worse than one not declared, because the casting code believes it.- No glow, bloom, grain, haze, chroma or trail parameters.
- Element size goes through
stageScale(). - Placement goes through
stageNode()unless the composition IS the scene. - Gallery score above 0.1, checked before and after.
- The rest of the per-scene battery still passes — especially
distinct. The more scenes share a cast, the easier it is to become one of your neighbours.
Open questions
- Coupling is zero and has never moved. Whether a song looks different in proportion to how it sounds different measures -0.02 ±0.03. Every change in this epic left it there. Nobody has attacked it directly.
- Fixed-geometry scenes have no known route to variety.
- The
layoutblindness for full-frame fields would need a new descriptor block measuring cell statistics rather than where structure sits. - The bar is a target, not a description. Most of the library does not clear 0.1 — that is the point of it. It has moved from 0.04 to 0.05 to 0.1 as the descriptor gained a block and lost a bug, both of which raised every score. Expect to move it again whenever the descriptor changes, and re-read it off a fresh gallery rather than carrying the old number forward.