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h3a-ring-exit

h3a-ring-exit

ABSTRACT · NEW-SCENES · H3A — THE RING LEAVES. One shot, 8 s, built off images/rows/h3a_r0.png: a circular black podium in a dark panelled room, twelve laptops standing in a ring around a thirteenth in the centre. A shaft of light finds the centre one; the ring lifts away in pairs from the back to the front and leaves the frame; the camera closes on the one that stayed.

Read the rig's notes
STAGING, read off the sheet. There is a room (polished dark floor, a
near-black back wall carrying warm vertical strip lights), the apparatus
is large, symmetric and centred, the camera is level and frontal, and the
light lives inside things — the strips, the podium rail, the shaft.

GEOMETRY (every length a millimetre). Podium: r 1400, h 280. Ring radius
1050, twelve stations at 15° + 30°·i, each laptop turned to face outward
from the centre (so the front pair faces the camera and the back pair
shows its lid). A macbook stands 237.8 mm with the lid open and its origin
is its vertical centre, so every laptop sits at y = 280 + 118.9. The ring
is offset 15° from the camera axis so no station sits on the line between
the lens and the centre laptop; the camera is raised until the front
pair's lid tops clear the centre laptop's base.

THE EXIT. Each ring laptop lifts 2600 mm straight up while drifting half a
radius outward and tipping back, easeInCubic over 1.4 s, so it clears the
top of frame accelerating like something pulled rather than something
floating. Order is back pair first, front pair last, 0.22 s between pairs,
the right-hand side trailing its partner by 0.08 s so the ring never reads
as a mirrored graphic.

THE SHAFT. <ray> down onto the centre station plus a real spot from the
same place, so the light actually lands on the shell and the podium).
Both ramp in while the ring leaves; the overhead key drops while they do,
so the room darkens around the one that stays. Then the camera takes over
and closes to an elevated three-quarter on the centre laptop.

SHADOWS. None — shadow_map=false, like the kit reel's own scenes. Every
light casts by default in this runtime, and on the podium's 2.8 m top a
directional light's default shadow camera and the spot's acne both came
back as blocky mottling across the whole disc; the shot has nothing a
shadow would ground that the reflection does not already ground.
Topic
scenes
Scenes
1
Kind
reference rig
//
    ABSTRACT · NEW-SCENES · H3A — THE RING LEAVES. One shot, 8 s, built off
    images/rows/h3a_r0.png: a circular black podium in a dark panelled room,
    twelve laptops standing in a ring around a thirteenth in the centre. A
    shaft of light finds the centre one; the ring lifts away in pairs from
    the back to the front and leaves the frame; the camera closes on the one
    that stayed.

    STAGING, read off the sheet. There is a room (polished dark floor, a
    near-black back wall carrying warm vertical strip lights), the apparatus
    is large, symmetric and centred, the camera is level and frontal, and the
    light lives inside things — the strips, the podium rail, the shaft.

    GEOMETRY (every length a millimetre). Podium: r 1400, h 280. Ring radius
    1050, twelve stations at 15° + 30°·i, each laptop turned to face outward
    from the centre (so the front pair faces the camera and the back pair
    shows its lid). A macbook stands 237.8 mm with the lid open and its origin
    is its vertical centre, so every laptop sits at y = 280 + 118.9. The ring
    is offset 15° from the camera axis so no station sits on the line between
    the lens and the centre laptop; the camera is raised until the front
    pair's lid tops clear the centre laptop's base.

    THE EXIT. Each ring laptop lifts 2600 mm straight up while drifting half a
    radius outward and tipping back, easeInCubic over 1.4 s, so it clears the
    top of frame accelerating like something pulled rather than something
    floating. Order is back pair first, front pair last, 0.22 s between pairs,
    the right-hand side trailing its partner by 0.08 s so the ring never reads
    as a mirrored graphic.

    THE SHAFT. <ray> down onto the centre station plus a real spot from the
    same place, so the light actually lands on the shell and the podium).
    Both ramp in while the ring leaves; the overhead key drops while they do,
    so the room darkens around the one that stays. Then the camera takes over
    and closes to an elevated three-quarter on the centre laptop.

    SHADOWS. None — shadow_map=false, like the kit reel's own scenes. Every
    light casts by default in this runtime, and on the podium's 2.8 m top a
    directional light's default shadow camera and the spot's acne both came
    back as blocky mottling across the whole disc; the shot has nothing a
    shadow would ground that the reflection does not already ground.

promo#h3a-ring-exit(width=1920 height=1080 fps=30)
  materials
    // the hardware: charcoal body that still takes light (not a metal preset — no diffuse response).
    standard#shell(color=#2c2c32 metalness=0.45 roughness=0.28 envmap-intensity=1.6)
    // the room set
    standard#floorstone(color=#07080a metalness=0.18 roughness=0.34 envmap-intensity=0.5)
    standard#podium(color=#0c0d11 metalness=0.2 roughness=0.62 envmap-intensity=0.45)
    standard#podium-band(color=#14161c metalness=0.55 roughness=0.3 envmap-intensity=1)
    standard#roomwall(color=#0b0c10 metalness=0.1 roughness=0.85)
    standard#panel-line(color=#1e2026 metalness=0.6 roughness=0.35)
    // the light that lives inside things: strips, rail, ceiling line
    basic#strip(color=#e0953a)
    basic#strip-dim(color=#8a5a22)
    basic#rail(color=#ffb347)
  scene#h3a(duration=8 transition=none)
    renderer(tone_mapping=ACESFilmic exposure=1.1 shadow_map=false)
    camera(type=perspective fov=34 near=10 far=20000 position="0 1500 4600" look_at="0 380 0")
      properties
        frame(smooth=0.22)
          keyframes
            kf(time=0 position="0 1500 4600" look_at="0 380 0" fov=34 up="0 1 0")
            kf(time=4.4 position="0 1400 4250" look_at="0 380 0" fov=34 up="0 1 0" easing=easeInOutSine)
            kf(time=8 position="0 780 1720" look_at="0 430 -30" fov=34 up="0 1 0" easing=easeInOutCubic)
    postprocessing
      step(name=render)
      step(name=unreal_bloom strength=0.5 radius=0.55 threshold=0.8)
      step(name=film_grain grain=0.014 sca