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abstract-transitions

abstract-transitions

ABSTRACT · TRANSITIONS — six short rooms for the same phone, and the five handoffs between them are the subject. Each scene is 2.5 s of a set the reel already knows (a kit row, a ring corridor, a capsule field, a cube grid, a halo, an eclipse); the gaps are five DIFFERENT transition kinds, so cutting this file at any gap shows one handoff in isolation.

Read the rig's notes
  #   scene           dur   → next by                                    the room
  01  t01-row         2.5   match-move (0.8)                             the phone with a cube and an icosphere on a mirror floor
  02  t02-corridor    2.5   through=t02-phone (0.9)                      the ring corridor; the camera flies INTO the phone's glass
  03  t03-field       2.5   whip-pan shader + transition-camera=whip-left the phone floating in a capsule field
  04  t04-grid        2.5   flash-through-white (0.5)                    the phone rising in the cube grid
  05  t05-halo        2.5   slice shader, 9 strips, accent-tinted        the phone in three rings
  06  t06-eclipse     2.5   —                                            the phone against the disc

15.0 s of scene + five gaps (3.3 s) ≈ 18.3 s on the wall.

THE FIVE HANDOFFS, and what each one asks of the scenes either side:
  · MATCH-MOVE — a run-on morph on shared match= keys. Both scenes carry
    match=hero on the phone and hz0/hz1/hz2 on the haze; everything else
    crossfades under the morph. Nothing in either scene may fade IN over
    the flying phone (the veil trap).
  · THROUGH — the camera flies into an element of THIS scene; the next
    scene opens on its own first row. t03's first row is close on the
    phone so the arrival reads as "inside, then out".
  · WHIP-PAN — a full-frame shader gap with a camera program layered over
    it (transition-camera=whip-left). Shader gaps are EXCLUSIVE with
    match/through: matched elements only crossfade under them. t03 is
    the only room whose phone has no floor, so the whip has nothing to
    smear but the field.
  · FLASH-THROUGH-WHITE — the reel's own s04→s05 gap. 0.5 s; the white
    hides the cut, so the two rooms may differ completely.
  · SLICE — strips that slide off in alternation; transition-shader-strips
    sets the count and transition-accent tints them.

LOOK — carried unchanged from the abstract reel:
  ink   #e9e6df    dim  #7c7970    line  #23232a
  mark  #ffb347   cool #7ad7ff   warm #ffa25e

POST. bloom → film_grain → fxaa; dispersion only on the corridor (t02).

A LIMIT OF THE CAPTURE TOOL: the captures here sample scene time; the
shader gaps and the camera program are checked in the runtime preview.

NO AUDIO. Primitives reel; add at assembly time.

Capture: nx run tools:capture:webgl -- --project promos/primitives/scenes/abstract/parts/abstract-transitions.promo --width 1920 --height 1080 --times "1.5,4.8,8.0,11.0,14.2,17.5"
Preview: /packages/runtime/index.html?project=promos/primitives/scenes/abstract/parts/abstract-transitions.promo
Topic
scenes
Scenes
6
Kind
reference rig
//
    ABSTRACT · TRANSITIONS — six short rooms for the same phone, and the five
    handoffs between them are the subject. Each scene is 2.5 s of a set the
    reel already knows (a kit row, a ring corridor, a capsule field, a cube
    grid, a halo, an eclipse); the gaps are five DIFFERENT transition kinds,
    so cutting this file at any gap shows one handoff in isolation.

      #   scene           dur   → next by                                    the room
      01  t01-row         2.5   match-move (0.8)                             the phone with a cube and an icosphere on a mirror floor
      02  t02-corridor    2.5   through=t02-phone (0.9)                      the ring corridor; the camera flies INTO the phone's glass
      03  t03-field       2.5   whip-pan shader + transition-camera=whip-left the phone floating in a capsule field
      04  t04-grid        2.5   flash-through-white (0.5)                    the phone rising in the cube grid
      05  t05-halo        2.5   slice shader, 9 strips, accent-tinted        the phone in three rings
      06  t06-eclipse     2.5   —                                            the phone against the disc

    15.0 s of scene + five gaps (3.3 s) ≈ 18.3 s on the wall.

    THE FIVE HANDOFFS, and what each one asks of the scenes either side:
      · MATCH-MOVE — a run-on morph on shared match= keys. Both scenes carry
        match=hero on the phone and hz0/hz1/hz2 on the haze; everything else
        crossfades under the morph. Nothing in either scene may fade IN over
        the flying phone (the veil trap).
      · THROUGH — the camera flies into an element of THIS scene; the next
        scene opens on its own first row. t03's first row is close on the
        phone so the arrival reads as "inside, then out".
      · WHIP-PAN — a full-frame shader gap with a camera program layered over
        it (transition-camera=whip-left). Shader gaps are EXCLUSIVE with
        match/through: matched elements only crossfade under them. t03 is
        the only room whose phone has no floor, so the whip has nothing to
        smear but the field.
      · FLASH-THROUGH-WHITE — the reel's own s04→s05 gap. 0.5 s; the white
        hides the cut, so the two rooms may differ completely.
      · SLICE — strips that slide off in alternation; transition-shader-strips
        sets the count and transition-accent tints them.

    LOOK — carried unchanged from the abstract reel:
      ink   #e9e6df    dim  #7c7970    line  #23232a
      mark  #ffb347   cool #7ad7ff   warm #ffa25e

    POST. bloom → film_grain → fxaa; dispersion only on the corridor (t02).

    A LIMIT OF THE CAPTURE TOOL: the captures here sample scene time; the
    shader gaps and the camera program are checked in the runtime preview.

    NO AUDIO. Primitives reel; add at assembly time.

    Capture: nx run tools:capture:webgl -- --project promos/primitives/scenes/abstract/parts/abstract-transitions.promo --width 1920 --height 1080 --times "1.5,4.8,8.0,11.0,14.2,17.5"
    Preview: /packages/runtime/index.html?project=promos/primitives/scenes/abstract/parts/abstract-transitions.promo
promo#abstract-transitions(width=1920 height=1080 fps=30)
  materials
    // the abstract reel's six materials, carried whole so this file grades on its own
    physical#clearcoat(color=#15161a metalness=0 roughness=0.45 clearcoat=1 clearcoat-roughness=0.06 envmap-intensity=1.1)
    standard#metal(color=#d8d8dc metalness=1 roughness=0.22 envmap-intensity=1.25)
    standard#clay(color=#9c9689 metalness=0 roughness=0.95)
    basic#emissive(color=#ffb347)
    basic#emissive-cool(color=#7ad7ff)
    basic#emissive-white(color=#f4e6cf)
    physical#glass(color=#dfefff metalness=0 roughness=0.14 transmission=0.85 thickness=70 ior=1.45 clearcoat=0.9 clearcoat-roughness=0.06 envmap-intensity=1.4)
    physical#thinfilm(color=#101014 metalness=0.65 roughness=0.14 clearcoat=1 clearcoat-roughness=0.05 iridescence=1 iridescence-ior=1.35 iridescence-thickness=420 envmap-inte