A section used to be one scene, and two thirds of the library is composable —
sparse by design, elements ON something. Cast as backgrounds anyway, they left
9 of 40 sampled frames under 20% painted, the darkest at 0.3%: a minute and a
half of a few bright things on black, invisible to every gate because every
gate on the stack was a limit rather than a floor.
Every section now stands on a GROUND: a canvas that fills the frame, cast per
section kind so a shot cut changes the shot and not the world. When the shot
fills the frame itself it IS the ground — two canvases stacked is two pictures
fighting. Above that, a coverage BUDGET: director appetite times the section's
energy times where the story is, capped at two frames' worth of material.
The measured facts move into the repo. scenes/metadata.json is generated from
the gallery — coverage as a shot, coverage as a bed, variety, the structural
profile — tracked in git, stamped with a fingerprint of the scenes and the
metric definitions, and refreshed from gallery.html. `surface` is derived from
it rather than declared; nine scenes claimed `canvas` while painting under a
third of the frame, and declaring it is now a lint error. The generator weights
every layering choice by measured structural distance, because family labels
and the render disagree: two `geometric` scenes can be 0.31 apart and a `flow`
and an `organic` scene 0.04.
The gallery's 0.1 red line is gone. It was right when a section was one scene
and wrong now — nineteen scenes were failing a bar for being consistent, which
is a virtue in an ingredient.
Chasing the numbers turned up four real faults:
* A scene that reads prev() cannot be a ground. It returns the whole
composited frame including the layers above it, so a datamosh under a shot
is eating it: the render stopped reproducing from a seek and two WebGL
contexts diverged by 91/255 against a tolerance of 4.
* Screen was the wrong operator for a shot over a bed. It lightens, so a
median quarter of every frame clipped to paper and whole sections rendered
100% white. Replaced by a lumakey — the shot's brightness is its alpha.
* Feedback was an accumulator: a still image settled at 2.3x its own
brightness. Fine over black, fatal over a filled ground. Normalised at 0.6,
plus a highlight shoulder so the top rolls off instead of clipping.
* useTrack never prewarmed, so a fresh Show's first frame differed from every
later render of it — the export-breaking hazard Compositor.prime documents.
Blazing is a decision now, not a side effect: directors declare an appetite for
it, a section must be loud and late in the story to earn one, and quiet kinds
never do. The ceiling gate matches that — a hard cap per section, and no more
than a fifth of them hot at all.
Rendered across twelve videos, middle of every section:
painted 51% mean, darkest 0.3% -> 87% mean, darkest 43%
clipped white 24% median, worst 100% -> 1% mean, worst 30%
separation 0.10 -> 0.44
Seven scenes can ground a section — five geometric, two organic — so every
quiet section of every video stands on one of two beds. That is the library's
largest hole and it is scene work: there is no minimal or flow canvas that
fills half the frame without reading prev().
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
63 lines
2.4 KiB
JavaScript
63 lines
2.4 KiB
JavaScript
// Flow family: a drifting swarm of glowing motes advected along a curl-noise
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// field. Each mote rides a divergence-free curl flow and wanders on top of it,
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// so the swarm pools and diverges like embers on a breeze rather than orbiting.
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//
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// A base field is always present so the scene stands alone before any feedback
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// has converged; the motes just make the movement legible.
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export const fireflyDrift = {
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name: 'Firefly Drift',
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family: 'flow',
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kind: 'fragment',
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// Personality: see look/Personality.js.
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consumes: ['cast', 'ink', 'staging'],
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traits: ['camera', 'style'],
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params: {
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count: { type: 'float', range: [6, 48], default: 22, uniform: 'u_count', bias: 'density' },
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speed: { type: 'float', range: [0.05, 0.8], default: 0.3, uniform: 'u_speed', bias: 'motion', rate: true },
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jitter: { type: 'float', range: [0, 0.4], default: 0.12, uniform: 'u_jitter' },
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spread: { type: 'float', range: [0.4, 1.3], default: 0.95, uniform: 'u_spread' },
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palette: { type: 'palette', count: 4 },
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},
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reactive: {
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jitter: { feature: 'bandHigh', amount: 0.2, response: 'smooth' },
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},
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shader: `
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vec4 scene(vec2 uv, vec2 p) {
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float t = u_time * u_speed + u_seed;
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p = sigCamera(p);
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// Soft ambient wash so the frame is never black, even standing alone.
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vec3 col = pal(0) * (0.06 + 0.05 * fbm(p * 1.5 + vec2(0.0, t * 0.3), 3));
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for (int i = 0; i < 48; i++) {
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if (float(i) >= u_count) break;
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float fi = float(i);
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// The mote's home is the song's lattice; the drift is this scene's own.
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vec3 node = stageNode(fi, u_count);
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vec2 base = node.xy * u_spread * vec2(1.0, 0.7);
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// Advect along the curl field plus a bounded wander term on top.
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vec2 flow = curl(node.xy * 3.0 + vec2(0.0, t * 0.15), t * 0.5);
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vec2 pos = base + flow * 1.3
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+ vec2(sin(t * (0.4 + fract(fi * 0.13))),
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cos(t * (0.5 + fract(fi * 0.29)))) * u_jitter;
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// A mote is one of the chorus, drawn small — the glow is the scene's
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// contribution, the form is the song's.
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float size = 0.045 * node.z;
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float sd = castChorus((p - pos) / max(size, 1e-3)) * size;
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float d = length(p - pos);
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vec3 hc = pal(int(mod(fi, 4.0)));
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col = mix(col, hc, inkMask(sd, uv));
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}
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return vec4(inkValue(col), 1.0);
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}
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`,
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}; |