realism.abstract
realism.abstract
Realism · ABSTRACT — the realism.promo premium shot (the device family and the house sphere standing on a mirror floor, framed shot by shot) restaged in the abstract reel's grammar. SAME CONTENT: the same lineup, the same live screens and copy, the same frame(smooth) shot program with DOF riding the framed subject, the same row-grounded contact at y=0. What changed is the LOOK and the SET DRESSING:
Read the rig's notes
- palette: ink #e9e6df · dim #7c7970 · mark #ffb347 · cool #7ad7ff ·
warm #ffa25e — every screen and every copy line re-inked by role
(cyan → cool, violet → mark, the blue buttons → amber).
- materials: the abstract reel's six (clearcoat · metal · clay ·
emissive · glass · thin-film) declared at the root; every device wears
the dark standard `shell`; the house gradient-glass keeps its fields
with the reel's colours.
- stage: near-black backgrounds, per-shot fog tinted to the background,
the studio HDR low (0.24) and blurred (0.6) so speculars stay soft,
the mirror floor softer (blur 45 / mixBlur 0.75), rough (0.9) and
with NO env term (the HDR softbox in the mirror and the key's sheen
on the floor blew the frame out), ACESFilmic + a higher bloom ladder
+ fine grain + fxaa last.
- haze: three additive lobes (hz0/hz1/hz2, amber + cool + warm) drifting
on a linear track, in place of the onyx wash.
- lights: the realism key/fill/rim kept (with the cast shadow) but
re-tinted and scaled to 65 % (the abstract ladder), plus the reel's
cool AREA rim from stage right.
- DRESSING: an emissive rail lying on the mirror around the lineup, a
thin-film halo standing behind it, four kit pieces on the floor beside
the devices (icosphere · torus · capsule · chamfered cube) and two
floating above (torus-knot · glass orb). All carry `-dz-` ids and are
EXCLUDED from the wide framings so the composition is the realism one.
Derived from realism.promo by scripts in the session; see that file for the
levers and the engine notes it demonstrates.
Preview: /packages/runtime/index.html?project=promos/primitives/scenes/realism/realism.abstract.promo- Topic
- scenes
- Scenes
- 1
- Kind
- reference rig
//
Realism · ABSTRACT — the realism.promo premium shot (the device family and
the house sphere standing on a mirror floor, framed shot by shot) restaged
in the abstract reel's grammar. SAME CONTENT: the same lineup, the same
live screens and copy, the same frame(smooth) shot program with DOF riding
the framed subject, the same row-grounded contact at y=0. What changed is
the LOOK and the SET DRESSING:
- palette: ink #e9e6df · dim #7c7970 · mark #ffb347 · cool #7ad7ff ·
warm #ffa25e — every screen and every copy line re-inked by role
(cyan → cool, violet → mark, the blue buttons → amber).
- materials: the abstract reel's six (clearcoat · metal · clay ·
emissive · glass · thin-film) declared at the root; every device wears
the dark standard `shell`; the house gradient-glass keeps its fields
with the reel's colours.
- stage: near-black backgrounds, per-shot fog tinted to the background,
the studio HDR low (0.24) and blurred (0.6) so speculars stay soft,
the mirror floor softer (blur 45 / mixBlur 0.75), rough (0.9) and
with NO env term (the HDR softbox in the mirror and the key's sheen
on the floor blew the frame out), ACESFilmic + a higher bloom ladder
+ fine grain + fxaa last.
- haze: three additive lobes (hz0/hz1/hz2, amber + cool + warm) drifting
on a linear track, in place of the onyx wash.
- lights: the realism key/fill/rim kept (with the cast shadow) but
re-tinted and scaled to 65 % (the abstract ladder), plus the reel's
cool AREA rim from stage right.
- DRESSING: an emissive rail lying on the mirror around the lineup, a
thin-film halo standing behind it, four kit pieces on the floor beside
the devices (icosphere · torus · capsule · chamfered cube) and two
floating above (torus-knot · glass orb). All carry `-dz-` ids and are
EXCLUDED from the wide framings so the composition is the realism one.
Derived from realism.promo by scripts in the session; see that file for the
levers and the engine notes it demonstrates.
Preview: /packages/runtime/index.html?project=promos/primitives/scenes/realism/realism.abstract.promo
promo#realism-abstract
//
THE ABSTRACT REEL'S MATERIALS, named once at the promo root so every scene
wears the SAME definition — the six kit materials, the device shell, the
set materials, and the house gradient-glass re-tinted to the reel's amber/cool.
materials
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-intensity=1.5)
physical#thinfilm-plum(color=#2a2030 metalness=0.7 roughness=0.12 clearcoat=1 clearcoat-roughness=0.05 iridescence=1 iridescence-ior=1.4 iridescence-thickness=520 envmap-intensity=1.5)
// the hardware: a dark standard body that still takes light — every device wears it
// (rougher than the reel's 0.3: the realism keys are directional, and a glossy
// deck under them blooms white)
standard#shell(color=#26262b metalness=0.35 roughness=0.62 envmap-intensity=0.8)
// the set
basic#rail(color=#ffb347)
standard#slabstone(color=#0e1014 metalness=0.2 roughness=0.55 envmap-intensity=0.6)
// the house glass, kept from the realism kit — same fields, the reel's colours
gra