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abstract-value-propositions

abstract-value-propositions

ABSTRACT · VALUE PROPOSITIONS — four claims, each with the thing that proves it in the same frame, in the abstract reel's grammar. A value scene is 5.5–6 s: the line is on screen by 1.2 s and stays, and the picture spends the rest of the shot DOING what the line says. The reel's rule: a claim that is only typed is a caption; a claim the set performs is a proposition.

Read the rig's notes
  #   scene           dur   transition     device              the claim, and its proof
  01  v01-one-engine  6.0   match-move     iphone              ONE ENGINE. EVERY SURFACE — one gradient-glass definition on a sphere, a knot and the phone's shell, re-tinting together
  02  v02-fast        5.5   match-move     iphone              LIVE IN UNDER A SECOND — the screen builds itself in 0.8 s while the camera crashes in on a ramp
  04  v04-consistent  6.0   match-move     iphone+ipad+laptop  THE SAME ON EVERY SCREEN — one emissive scan crosses the family and each screen lights as it passes
  05  v05-quiet       5.5   —              iphone              AND THEN, QUIET — the problem file's pile lifts off the phone and leaves; the key comes up

23.0 s of scene + three gaps (2.4 s) ≈ 25.4 s on the wall. Every scene also
stands alone: cut one out, set transition=none, and it is a value beat.
The fifteen-phone SCALE shot that was v03 lives in the scene-fit library as
projects/parts/v03-scale (its own folder, no world copy, hero on a ui3d stage).

THE PROOFS, and what each one costs:
  · v01 — the coda's gradient-glass `house` definition, with its colour
    tracks on the DEFINITION's fields, so the sphere, the knot and the
    phone re-tint on one clock. A per-element track would opt that element
    out of the shared field set and break the demonstration.
  · v02 — eight screen cards on a 0.1 s stagger, and a camera push sampled
    from a 0 · 0.06 · 0.62 · 1 table, so most of the travel is early and
    the last 300 mm take 2 s: the screen is done before the camera is.
  · v04 — a 6 × 600 mm emissive bar crossing 1.8 m in 1.8 s; each device's
    screen keys its cards ON at the second the bar's x passes its own.
  · v05 — p01's pile, solved the same way (30 slabs, 40 % over the phone),
    run BACKWARDS: each slab lifts 1600 mm on easeInCubic, 0.06 s apart,
    farthest first. The phone was there all along.

THE COPY. An eyebrow ("VALUE") in dim and a headline in ink, weight 600,
worldHeight 44–56, on screen by 1.2 s. Placeholders; an assembly replaces them.

MATCH. Every scene's phone carries match=hero (v04's phone); all four carry
hz0/hz1/hz2.

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

POST. bloom → film_grain → fxaa; no dispersion in this file.
  shot            bloom  thresh  grain / vignette
  01 one engine   0.65   0.82    0.012 / 0.32
  02 fast         0.60   0.82    0.012 / 0.32
  04 consistent   0.60   0.82    0.011 / 0.30
  05 quiet        0.45   0.86    0.012 / 0.32

A LIMIT OF THE CAPTURE TOOL: headless capture does not render transmission
(see abstract-hero-scenes), so v01's gradient-glass reads as its opaque
tint in captures; the re-tint itself is visible there, the glass is not.

NO AUDIO. Primitives reel; add at assembly time.

Capture: nx run tools:capture:webgl -- --project promos/primitives/scenes/abstract/parts/abstract-value-propositions.promo --width 1920 --height 1080 --times "2.0,5.6,8.0,11.6,14.8,18.2,21.0,24.6"
Preview: /packages/runtime/index.html?project=promos/primitives/scenes/abstract/parts/abstract-value-propositions.promo
Topic
scenes
Scenes
4
Kind
reference rig
//
    ABSTRACT · VALUE PROPOSITIONS — four claims, each with the thing that
    proves it in the same frame, in the abstract reel's grammar. A value scene
    is 5.5–6 s: the line is on screen by 1.2 s and stays, and the picture
    spends the rest of the shot DOING what the line says. The reel's rule: a
    claim that is only typed is a caption; a claim the set performs is a
    proposition.

      #   scene           dur   transition     device              the claim, and its proof
      01  v01-one-engine  6.0   match-move     iphone              ONE ENGINE. EVERY SURFACE — one gradient-glass definition on a sphere, a knot and the phone's shell, re-tinting together
      02  v02-fast        5.5   match-move     iphone              LIVE IN UNDER A SECOND — the screen builds itself in 0.8 s while the camera crashes in on a ramp
      04  v04-consistent  6.0   match-move     iphone+ipad+laptop  THE SAME ON EVERY SCREEN — one emissive scan crosses the family and each screen lights as it passes
      05  v05-quiet       5.5   —              iphone              AND THEN, QUIET — the problem file's pile lifts off the phone and leaves; the key comes up

    23.0 s of scene + three gaps (2.4 s) ≈ 25.4 s on the wall. Every scene also
    stands alone: cut one out, set transition=none, and it is a value beat.
    The fifteen-phone SCALE shot that was v03 lives in the scene-fit library as
    projects/parts/v03-scale (its own folder, no world copy, hero on a ui3d stage).

    THE PROOFS, and what each one costs:
      · v01 — the coda's gradient-glass `house` definition, with its colour
        tracks on the DEFINITION's fields, so the sphere, the knot and the
        phone re-tint on one clock. A per-element track would opt that element
        out of the shared field set and break the demonstration.
      · v02 — eight screen cards on a 0.1 s stagger, and a camera push sampled
        from a 0 · 0.06 · 0.62 · 1 table, so most of the travel is early and
        the last 300 mm take 2 s: the screen is done before the camera is.
      · v04 — a 6 × 600 mm emissive bar crossing 1.8 m in 1.8 s; each device's
        screen keys its cards ON at the second the bar's x passes its own.
      · v05 — p01's pile, solved the same way (30 slabs, 40 % over the phone),
        run BACKWARDS: each slab lifts 1600 mm on easeInCubic, 0.06 s apart,
        farthest first. The phone was there all along.

    THE COPY. An eyebrow ("VALUE") in dim and a headline in ink, weight 600,
    worldHeight 44–56, on screen by 1.2 s. Placeholders; an assembly replaces them.

    MATCH. Every scene's phone carries match=hero (v04's phone); all four carry
    hz0/hz1/hz2.

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

    POST. bloom → film_grain → fxaa; no dispersion in this file.
      shot            bloom  thresh  grain / vignette
      01 one engine   0.65   0.82    0.012 / 0.32
      02 fast         0.60   0.82    0.012 / 0.32
      04 consistent   0.60   0.82    0.011 / 0.30
      05 quiet        0.45   0.86    0.012 / 0.32

    A LIMIT OF THE CAPTURE TOOL: headless capture does not render transmission
    (see abstract-hero-scenes), so v01's gradient-glass reads as its opaque
    tint in captures; the re-tint itself is visible there, the glass is not.

    NO AUDIO. Primitives reel; add at assembly time.

    Capture: nx run tools:capture:webgl -- --project promos/primitives/scenes/abstract/parts/abstract-value-propositions.promo --width 1920 --height 1080 --times "2.0,5.6,8.0,11.6,14.8,18.2,21.0,24.6"
    Preview: /packages/runtime/index.html?project=promos/primitives/scenes/abstract/parts/abstract-value-propositions.promo
promo#abstract-value-propositions(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 c