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abstract-glass

abstract-glass

ABSTRACT · MATERIAL SUITE — shots 06-10 of the RICH-SCENES reel. Five shots that take s05 GLASS apart and re-point it five ways.

Read the rig's notes
THE ARGUMENT. Nothing here reaches for an asset. The sea is one tag, the
caustics are one slide, and the whole material suite is the same six
definitions the root <materials> block declares. Each shot extends
depth-from-MATERIAL: the backdrop is a material INPUT rather than
decoration, which is why every one of them builds something behind the
subject before it turns the transmission up.

  #   scene              dur   transition             device   the shot
  06  s06-refraction     6.5   match-move             iphone   one bent + waved plane, wiped off by a clip blade
  07  s07-attenuation    6.5   match-move             iphone   one knot, tint by depth, one rack focus
  08  s08-caustics       6.5   match-move             ipad     a spot carrying a caustics cookie
  09  s09-sea            7.0   match-move             macbook  a heightfield sea, key light in front of camera
  10  s10-material       6.5   (was zoom-through)     iphone   one gradient-glass definition on three sites

THE TRAP IN THIS PART — SPOT COOKIES (08). A spot's map is a slide the beam
projects THROUGH, and it multiplies the beam, so it is real projected light
and not an overlay. assets/images/cookie-*.png already ship. Three traps:
  · angle is RADIANS, unlike every rotation in this grammar;
  · a spot is aimed with target, never look_at — three aims at light.target,
    and a spot ignores its own rotation, so look_at leaves the beam on the
    origin;
  · a decay=2 spot's irradiance is I/d^2 and d is in MILLIMETRES here, so a
    2.4 m throw needs an intensity in the millions.

WHY <gradient-glass#house> IS AT THE ROOT (10). It is declared ONCE and worn
by a sphere (material=house), a ui3d card (material="house" on a ui item)
and the iphone's casing (body-material=house). Same definition, one shared
field set, three sites — and the colour tracks live on the definition's own
lobes rather than on any element, so every attachment re-tints together. A
per-element track would opt that element OUT of the shared set and break the
demonstration.
THE UNITS. 1 page unit = 100 mm. The kit is fist-sized (a 100 mm chamfered
cube, a 98 mm torus), the cameras sit 600-1200 mm out, and the devices render
at true physical size — 159.5 mm of iphone standing next to a 100 mm cube is
the whole reason the shots read as objects on a table rather than as
graphics. Every length in this file is a millimetre.

LOOK — shared across every part:
  ink        #e9e6df   dim  #7c7970   line  #23232a
  mark       #ffb347   the one accent; every emissive surface is this
  cool       #7ad7ff   the dark stage's side source
  warm       #ffa25e   its opposite
  backgrounds  s1 #101116 · s2 #0b0c10 · s3 #05060a · s4 #121014 ·
               s5 #04050a · s6 #04040a · s7 #0a0b0f

HAZE. Three lobes, hz0/hz1/hz2, matched across every scene, so the room is
continuous under the cuts. Colours per shot are the shot's own key/fill:
amber + cool on the studio shots, cool + warm on the dark stage. They drift on
a linear position track — no pulse, no decay, sizes 900-2600 mm so they read
as LOBES against the near-black background, never as a full-frame wash.

POST. bloom -> unreal_bloom, grain/vignette -> film_grain, then fxaa last on
every shot to settle thin-edge crawl. prismatic_dispersion is authored ONLY
on the shots that carry chroma-split as a look (spread 0.01) — running it at
spread=0 elsewhere is a full-screen pass per frame doing nothing.

THE EXPOSURE LADDER. Bloom strengths sit BELOW the source page's and the
thresholds well above them, and that is a port decision, not a transcription
error: the page shaded with no lights at all and its bloom picks highlights
out of an already-dim frame, where this reel has real area lights shaping
real device hardware. What survived: ambient 0.09-0.16, one area key at
1.5-2.6, env intensity 0.16 (dark stage) to 0.5 (studio). Anything above that
and the reel stops being a dark reel.

FOG is per-shot, tinted to that shot's background (fog(color= near= far=),
near/far x100 like everything else). It is what stops each floor plane from
reading as a lit grey slab behind the subject.

CAMERA GRAMMAR. Every shot is one continuous move authored as a <frame>
track: explicit position/look_at rows, and a node= fill= row wherever the
shot lands on its device. The device landing is the added beat — the source
page never framed anything, so each shot has somewhere to arrive.

NO AUDIO. This is a primitives reel: no VO clips exist for it and no music is
authored, so there is no <audio> block. Add one at assembly time.
SPLIT FROM abstract.promo. This file is one of eight parts cut out of the
943 KB abstract.promo; the reel-level document that used to head that file is
now README.md in this directory. Scene bodies are byte-identical to the
original.

BOUNDARY. s10-material closed on `transition=zoom-through transition-duration=0.6 transition-accent=#ffb347` when it had
a successor in the same file. It is the last scene here, so it carries
transition=none; restore the line above it when re-concatenating.

Capture: nx run tools:capture:webgl -- --project promos/primitives/scenes/abstract/abstract-glass.promo --width 1920 --height 1080
Preview: /packages/runtime/index.html?project=promos/primitives/scenes/abstract/abstract-glass.promo
Topic
scenes
Scenes
5
Kind
reference rig
//
    ABSTRACT · MATERIAL SUITE — shots 06-10 of the RICH-SCENES reel. Five shots
    that take s05 GLASS apart and re-point it five ways.

    THE ARGUMENT. Nothing here reaches for an asset. The sea is one tag, the
    caustics are one slide, and the whole material suite is the same six
    definitions the root <materials> block declares. Each shot extends
    depth-from-MATERIAL: the backdrop is a material INPUT rather than
    decoration, which is why every one of them builds something behind the
    subject before it turns the transmission up.

      #   scene              dur   transition             device   the shot
      06  s06-refraction     6.5   match-move             iphone   one bent + waved plane, wiped off by a clip blade
      07  s07-attenuation    6.5   match-move             iphone   one knot, tint by depth, one rack focus
      08  s08-caustics       6.5   match-move             ipad     a spot carrying a caustics cookie
      09  s09-sea            7.0   match-move             macbook  a heightfield sea, key light in front of camera
      10  s10-material       6.5   (was zoom-through)     iphone   one gradient-glass definition on three sites

    THE TRAP IN THIS PART — SPOT COOKIES (08). A spot's map is a slide the beam
    projects THROUGH, and it multiplies the beam, so it is real projected light
    and not an overlay. assets/images/cookie-*.png already ship. Three traps:
      · angle is RADIANS, unlike every rotation in this grammar;
      · a spot is aimed with target, never look_at — three aims at light.target,
        and a spot ignores its own rotation, so look_at leaves the beam on the
        origin;
      · a decay=2 spot's irradiance is I/d^2 and d is in MILLIMETRES here, so a
        2.4 m throw needs an intensity in the millions.

    WHY <gradient-glass#house> IS AT THE ROOT (10). It is declared ONCE and worn
    by a sphere (material=house), a ui3d card (material="house" on a ui item)
    and the iphone's casing (body-material=house). Same definition, one shared
    field set, three sites — and the colour tracks live on the definition's own
    lobes rather than on any element, so every attachment re-tints together. A
    per-element track would opt that element OUT of the shared set and break the
    demonstration.
    THE UNITS. 1 page unit = 100 mm. The kit is fist-sized (a 100 mm chamfered
    cube, a 98 mm torus), the cameras sit 600-1200 mm out, and the devices render
    at true physical size — 159.5 mm of iphone standing next to a 100 mm cube is
    the whole reason the shots read as objects on a table rather than as
    graphics. Every length in this file is a millimetre.

    LOOK — shared across every part:
      ink        #e9e6df   dim  #7c7970   line  #23232a
      mark       #ffb347   the one accent; every emissive surface is this
      cool       #7ad7ff   the dark stage's side source
      warm       #ffa25e   its opposite
      backgrounds  s1 #101116 · s2 #0b0c10 · s3 #05060a · s4 #121014 ·
                   s5 #04050a · s6 #04040a · s7 #0a0b0f

    HAZE. Three lobes, hz0/hz1/hz2, matched across every scene, so the room is
    continuous under the cuts. Colours per shot are the shot's own key/fill:
    amber + cool on the studio shots, cool + warm on the dark stage. They drift on
    a linear position track — no pulse, no decay, sizes 900-2600 mm so they read
    as LOBES against the near-black background, never as a full-frame wash.

    POST. bloom -> unreal_bloom, grain/vignette -> film_grain, then fxaa last on
    every shot to settle thin-edge crawl. prismatic_dispersion is authored ONLY
    on the shots that carry chroma-split as a look (spread 0.01) — running it at
    spread=0 elsewhere is a full-screen pass per frame doing nothing.

    THE EXPOSURE LADDER. Bloom strengths sit BELOW the source page's and the
    thresholds well above them, and that is a port decision, not a transcription
    error: the page shaded with no lights at all and its bloom picks