Skip to content
Docs
Open Promoeyes
closeups

closeups

Closeups, PREMIUM — the twelve ULTRA CLOSEUPS of promos/primitives/closeups/closeups.promo, same devices, same UIs, same framed camera and the same tight dof_range on every held element, moved into the abstract folder and dressed in the library's own look (amber-noir). Nothing about the SHOTS changed: the screen is a real app page painted as the device texture, the framed element is a `ui3d overlay` card on the glass, the device is turned so the page runs away into depth, and the framed kf carries a dof_range of 36–70 mm so the element is the only sharp thing in the picture. What changed is the ROOM the device stands in and the INK on its glass.

Read the rig's notes
THE SHAPE OF A SCENE (six seconds, three holds):
  0.0 to 1.2   the device, framed whole on side=world, near-deep focus
  2.4 to 4.0   the ELEMENT — fill 78–95 on a 46–50° lens, dof_range 40–70,
               dof_blur 36 — it does its one micro-move on the hold
  5.0 to 6.2   a SECOND element or the parent card — the focus racks itself
Scenes 10 and 12 run eight seconds and add a fourth hold (the window; the
whole machine at deep focus). frame(smooth=0.22) throughout.

THE ANGLES — unchanged from the source:
  01 iphone  yaw  42°            02 laptop  yaw −38°           03 ipad    pitch −48°
  04 imac    yaw  30°            05 chrome  yaw  54°           06 iphone  yaw −34° roll 12°
  07 laptop  pitch 22° yaw 10°   08 ipad    yaw  45°           09 imac    yaw −26° pitch −8°
  10 chrome  yaw −48°            11 iphone  pitch −34° yaw 18° 12 laptop  yaw  48°

PREMIUM (amber-noir), the library's authored look, per scene:
  · renderer ACESFilmic exposure 1; near-black stage #04040a → #010102, fog
    tinted to it; studio_small_04_2k at 0.32 (a shell or a thin-film has no
    diffuse term and goes black without one); ambient 0.12.
  · ONE area key (white, 2.4) above-left and ONE cool area (#7ad7ff, 1.9)
    from the right, both aimed at the device — the rain reel's rig.
  · three matched haze lobes hz0 amber · hz1 cool · hz2 warm, ~1 m behind
    the device, drifting on a linear track, no pulse, no decay.
  · a thin-film capsule field (36, match=rk) and ten emissive amber rods,
    parked BEHIND the glass (z ≤ −260·S) — at deep focus they are the room,
    and at dof_range 40 they are the bokeh the element is cut out of. A
    capsule in front of the glass would sit in the one sharp band.
  · the charcoal `shell` on every device (the iMac's space-black body
    attrs are gone; the porcelain phone of 06 is shell now).
  · the anamorphic flare on the device's top-right corner, light="true",
    so it lights the shell and the near capsules even when the blade is
    off-frame during a closeup.
  · post: render → unreal_bloom 0.62 / 0.84 → film_grain 0.013 / 0.34 with
    output_transform=1 → fxaa, and the DOF pass AUTO-INJECTED by the runtime
    off the camera's focus / dof_range / dof_blur, exactly as the source
    does it. DO NOT name step(name=camera_dof) in this chain: a bisect on
    this reel (scratch/closeups-premium, twelve one-frame variants) showed
    that an explicit camera_dof step — first OR last, with or without
    bloom — renders every frame at deep focus, while the auto-injected pass
    blurs as authored. Bloom on its own does not touch the DOF.

THE RULER. Every set length (lights, fog, haze, field, flare throw) is
authored around a 159.5 mm phone and scaled by S = device height × its
scale attr / 159.5, so the iMac (S 2.89) stands in a field sized to it and
the phone (S 1.2) in one sized to a phone. The framed camera needs nothing
from this: fill / side / dof_range are read against the element.

THE RE-INK, by role (every screen colour of the source re-pointed):
  ink        #e6edf3 → #e9e6df    dim   #8b949e → #7c7970    line #3a4553 → #23232a
  screen bg  #0f151f → #0b0b0d    surface #1b2330 → #141419  deep #0b1119 → #08080a
  mark       every blue accent (#58a6ff #2563eb) → #ffb347 — buttons, selection
             strokes, the active tab, the progress fills
  cool       every success green (#3fb950 #2ea043 #7ee787) → #7ad7ff / #9fe3ff —
             pay and merge buttons, checks, the deploy log's ticks
  warm       reds, oranges, pinks, purples → #ffa25e — diff removals, alerts,
             the settings tiles, the music player's world
  White text and icons that sat on a blue or green fill sit on amber or cool
  now, so they flip to #0b0b0d (the nearest ancestor card's fill decides, or
  the sibling card the icon is drawn over).

RULES CARRIED FROM THE SOURCE (all still hold here):
  · frame every element with side=world; the overlay stage MUST equal the
    device stage; never paint an element into the texture AND the overlay;
    shadow=false on overlay cards; a pitched or rolled plate needs
    up="0 1 0" on its kfs; a root overlay card must not carry its own
    opacity/position track; the laptop and iMac are aimed at their body
    centre so the establishing kf carries an offset.

Generated by scratch/closeups-premium/gen.mjs from the source file; edit
the source or the generator, not this file.

Preview: /packages/runtime/index.html?project=promos/primitives/scenes/abstract/closeups.promo
Topic
scenes
Scenes
12
Kind
reference rig
//
    Closeups, PREMIUM — the twelve ULTRA CLOSEUPS of
    promos/primitives/closeups/closeups.promo, same devices, same UIs, same
    framed camera and the same tight dof_range on every held element, moved
    into the abstract folder and dressed in the library's own look (amber-noir).
    Nothing about the SHOTS changed: the screen is a real app page painted as
    the device texture, the framed element is a `ui3d overlay` card on the
    glass, the device is turned so the page runs away into depth, and the
    framed kf carries a dof_range of 36–70 mm so the element is the only sharp
    thing in the picture. What changed is the ROOM the device stands in and the
    INK on its glass.

    THE SHAPE OF A SCENE (six seconds, three holds):
      0.0 to 1.2   the device, framed whole on side=world, near-deep focus
      2.4 to 4.0   the ELEMENT — fill 78–95 on a 46–50° lens, dof_range 40–70,
                   dof_blur 36 — it does its one micro-move on the hold
      5.0 to 6.2   a SECOND element or the parent card — the focus racks itself
    Scenes 10 and 12 run eight seconds and add a fourth hold (the window; the
    whole machine at deep focus). frame(smooth=0.22) throughout.

    THE ANGLES — unchanged from the source:
      01 iphone  yaw  42°            02 laptop  yaw −38°           03 ipad    pitch −48°
      04 imac    yaw  30°            05 chrome  yaw  54°           06 iphone  yaw −34° roll 12°
      07 laptop  pitch 22° yaw 10°   08 ipad    yaw  45°           09 imac    yaw −26° pitch −8°
      10 chrome  yaw −48°            11 iphone  pitch −34° yaw 18° 12 laptop  yaw  48°

    PREMIUM (amber-noir), the library's authored look, per scene:
      · renderer ACESFilmic exposure 1; near-black stage #04040a → #010102, fog
        tinted to it; studio_small_04_2k at 0.32 (a shell or a thin-film has no
        diffuse term and goes black without one); ambient 0.12.
      · ONE area key (white, 2.4) above-left and ONE cool area (#7ad7ff, 1.9)
        from the right, both aimed at the device — the rain reel's rig.
      · three matched haze lobes hz0 amber · hz1 cool · hz2 warm, ~1 m behind
        the device, drifting on a linear track, no pulse, no decay.
      · a thin-film capsule field (36, match=rk) and ten emissive amber rods,
        parked BEHIND the glass (z ≤ −260·S) — at deep focus they are the room,
        and at dof_range 40 they are the bokeh the element is cut out of. A
        capsule in front of the glass would sit in the one sharp band.
      · the charcoal `shell` on every device (the iMac's space-black body
        attrs are gone; the porcelain phone of 06 is shell now).
      · the anamorphic flare on the device's top-right corner, light="true",
        so it lights the shell and the near capsules even when the blade is
        off-frame during a closeup.
      · post: render → unreal_bloom 0.62 / 0.84 → film_grain 0.013 / 0.34 with
        output_transform=1 → fxaa, and the DOF pass AUTO-INJECTED by the runtime
        off the camera's focus / dof_range / dof_blur, exactly as the source
        does it. DO NOT name step(name=camera_dof) in this chain: a bisect on
        this reel (scratch/closeups-premium, twelve one-frame variants) showed
        that an explicit camera_dof step — first OR last, with or without
        bloom — renders every frame at deep focus, while the auto-injected pass
        blurs as authored. Bloom on its own does not touch the DOF.

    THE RULER. Every set length (lights, fog, haze, field, flare throw) is
    authored around a 159.5 mm phone and scaled by S = device height × its
    scale attr / 159.5, so the iMac (S 2.89) stands in a field sized to it and
    the phone (S 1.2) in one sized to a phone. The framed camera needs nothing
    from this: fill / side / dof_range are read against the element.

    THE RE-INK, by role (every screen colour of the source re-pointed):
      ink        #e6edf3 → #e9e6df    dim   #8b949e → #7c7970    line #3a4553 → #23232a
      scree