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abstract-looks-3-best

abstract-looks-3-best

ABSTRACT · LOOKS 3 — the last six of eighteen 4-second look studies, and the flattest, quietest end of the set. Five of the six get their whole picture from ONE decision — a material, a lens, a light — rather than from a build.

Read the rig's notes
  #   scene                dur  the one decision
  13  s13-paper-plaster    4.0  LAMBERT, not standard: diffuse-only, no specular lobe at all
  14  s14-colour-glass     4.0  the white key sits BEHIND all eighteen panes, so they filter instead of tinting
  15  s15-bauhaus          4.0  fov 20 at 1.2 m — the LENS is what flattens it
  16  s16-cushions         4.0  sheen=1 at sheen-roughness 0.32 is what makes a sphere read as velvet
  17  s17-void             4.0  the darkest room, and the phone at 18 % of frame height
  18  s18-steel-disc       4.0  one key, three roughnesses — 0.42, 0.045, 0.88 — and the distance between them

WHY EACH ONE WORKS:
  · 13. A sheen on a folded sheet reads as plastic. Thirteen folds of paper
    in a quarter-circle fan, each a solved wedge at 6 deg of pitch, one soft
    key from the upper left, shadow maps on, nothing else.
  · 14. A coloured pane lit from the front is a tinted mirror; lit from
    behind it is a filter. Every value on screen is the back key having
    crossed one, two or three slabs — which is why the crossings are the
    darkest, most saturated parts of the frame rather than the brightest.
  · 15. fov 20 at 1.2 m compresses the 300 mm the fifteen plates are spread
    across to almost nothing, so a stack of real planes reads as printed
    colour. Quarter-circles are not cut — a full circle is occluded by the
    plate in front of it. The only 3D thing in frame is the phone, and its
    shadow proves it.
  · 16. Sheen is a retroreflective lobe at grazing angles, and that rim is
    the whole look of cloth. Each pillow is a squashed sphere plus two seam
    tori on solved axes; the hero is nested between four and touches none.
  · 17. The shaft on the floor is a real cast: a spot standing behind the
    240 x 900 mm doorway at 2.6 m, decay 2, so its intensity is I = E*d^2
    with d in MILLIMETRES — 4.2 million for an exposure of about 0.6. The
    long shadow reaching toward camera is the phone's own, and it is the
    subject.
  · 18. The disc is a cylinder turned face-on so it has real 24 mm edges that
    catch the key; a circle would have none.
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.

Capture: nx run tools:capture:webgl -- --project promos/primitives/scenes/abstract/abstract-looks-3.promo --width 1920 --height 1080
Preview: /packages/runtime/index.html?project=promos/primitives/scenes/abstract/abstract-looks-3.promo
Topic
scenes
Scenes
6
Kind
reference rig
//
    ABSTRACT · LOOKS 3 — the last six of eighteen 4-second look studies, and the
    flattest, quietest end of the set. Five of the six get their whole picture
    from ONE decision — a material, a lens, a light — rather than from a build.

      #   scene                dur  the one decision
      13  s13-paper-plaster    4.0  LAMBERT, not standard: diffuse-only, no specular lobe at all
      14  s14-colour-glass     4.0  the white key sits BEHIND all eighteen panes, so they filter instead of tinting
      15  s15-bauhaus          4.0  fov 20 at 1.2 m — the LENS is what flattens it
      16  s16-cushions         4.0  sheen=1 at sheen-roughness 0.32 is what makes a sphere read as velvet
      17  s17-void             4.0  the darkest room, and the phone at 18 % of frame height
      18  s18-steel-disc       4.0  one key, three roughnesses — 0.42, 0.045, 0.88 — and the distance between them

    WHY EACH ONE WORKS:
      · 13. A sheen on a folded sheet reads as plastic. Thirteen folds of paper
        in a quarter-circle fan, each a solved wedge at 6 deg of pitch, one soft
        key from the upper left, shadow maps on, nothing else.
      · 14. A coloured pane lit from the front is a tinted mirror; lit from
        behind it is a filter. Every value on screen is the back key having
        crossed one, two or three slabs — which is why the crossings are the
        darkest, most saturated parts of the frame rather than the brightest.
      · 15. fov 20 at 1.2 m compresses the 300 mm the fifteen plates are spread
        across to almost nothing, so a stack of real planes reads as printed
        colour. Quarter-circles are not cut — a full circle is occluded by the
        plate in front of it. The only 3D thing in frame is the phone, and its
        shadow proves it.
      · 16. Sheen is a retroreflective lobe at grazing angles, and that rim is
        the whole look of cloth. Each pillow is a squashed sphere plus two seam
        tori on solved axes; the hero is nested between four and touches none.
      · 17. The shaft on the floor is a real cast: a spot standing behind the
        240 x 900 mm doorway at 2.6 m, decay 2, so its intensity is I = E*d^2
        with d in MILLIMETRES — 4.2 million for an exposure of about 0.6. The
        long shadow reaching toward camera is the phone's own, and it is the
        subject.
      · 18. The disc is a cylinder turned face-on so it has real 24 mm edges that
        catch the key; a circle would have none.
    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. B