realism
realism
Realism — a premium product shot built from authoring alone: a mirror floor at y=0 with a device family (imac, laptop, ipad, iphone) and the house gradient-glass sphere standing on it, every realism lever ON.
Read the rig's notes
The levers, and where each lives:
- real cast shadows: renderer(shadow_map) + key light cast_shadow with
an authored shadow camera sized to the lineup (the engine's default
directional frustum is ±10 units — useless at mm scale). NOTE: on a
strong mirror the diffuse term is mostly replaced by reflection, so
shadows read faintly by physics; the floor albedo is lifted vs the
materials.promo baseline so they have lit surface to darken.
- standing on the ground is AUTHORED, not calculated: <row anchor=bottom
align=end> at y=0 parks every child's measured bottom on the ground —
device swaps keep the contact, no per-child height math.
- live screens: analytics wall on the imac, render-queue dashboard on
the laptop, task board on the ipad, lock screen on the iphone — their
glow doubles in the mirror.
- CAMERA FRAMINGS: the camera is a frame(smooth) shot program —
framing=all opens wide on the whole family, then names p-imac, p-mac
and p-phone for close-ups, and settles back on framing=all. Backdrops
(the reflector floor) and haze are excluded from the solve by the
engine; the titles are dropped with exclude= so they never widen the
wide shots.
- shallow DOF: framing IS focus — the camera carries a DOF rig
(aperture/max_blur) with NO focus target of its own, so the focal
plane rides each framed subject and racks between shots exactly like
the camera does. (Grammar note: framing= only accepts the scene
keywords; a NODE close-up is authored with node=<id>.)
- rim light behind the lineup + environment_rotation_y_deg to steer the
HDR speculars; HDR rides as scene background (as_background=true,
dimmed) so the mirror reflects a real world.
- linear fog past the lineup melts the floor horizon into the backdrop.
- grade: restrained unreal_bloom + film_grain (output_transform=0 — the
composer output is already display-referred) with a soft vignette;
ACESFilmic tone mapping (also the engine default).
NOT here (needs engine plumbing): fresnel/distance reflection falloff
(MeshReflectorMaterial's depthScale/minDepthThreshold are not authorable
yet) and the ssr-pass mirrored-ground A/B.
Preview: /packages/runtime/index.html?project=promos/primitives/realism/realism.promo- Topic
- scenes
- Scenes
- 1
- Kind
- reference rig
//
Realism — a premium product shot built from authoring alone: a mirror
floor at y=0 with a device family (imac, laptop, ipad, iphone) and the
house gradient-glass sphere standing on it, every realism lever ON.
The levers, and where each lives:
- real cast shadows: renderer(shadow_map) + key light cast_shadow with
an authored shadow camera sized to the lineup (the engine's default
directional frustum is ±10 units — useless at mm scale). NOTE: on a
strong mirror the diffuse term is mostly replaced by reflection, so
shadows read faintly by physics; the floor albedo is lifted vs the
materials.promo baseline so they have lit surface to darken.
- standing on the ground is AUTHORED, not calculated: <row anchor=bottom
align=end> at y=0 parks every child's measured bottom on the ground —
device swaps keep the contact, no per-child height math.
- live screens: analytics wall on the imac, render-queue dashboard on
the laptop, task board on the ipad, lock screen on the iphone — their
glow doubles in the mirror.
- CAMERA FRAMINGS: the camera is a frame(smooth) shot program —
framing=all opens wide on the whole family, then names p-imac, p-mac
and p-phone for close-ups, and settles back on framing=all. Backdrops
(the reflector floor) and haze are excluded from the solve by the
engine; the titles are dropped with exclude= so they never widen the
wide shots.
- shallow DOF: framing IS focus — the camera carries a DOF rig
(aperture/max_blur) with NO focus target of its own, so the focal
plane rides each framed subject and racks between shots exactly like
the camera does. (Grammar note: framing= only accepts the scene
keywords; a NODE close-up is authored with node=<id>.)
- rim light behind the lineup + environment_rotation_y_deg to steer the
HDR speculars; HDR rides as scene background (as_background=true,
dimmed) so the mirror reflects a real world.
- linear fog past the lineup melts the floor horizon into the backdrop.
- grade: restrained unreal_bloom + film_grain (output_transform=0 — the
composer output is already display-referred) with a soft vignette;
ACESFilmic tone mapping (also the engine default).
NOT here (needs engine plumbing): fresnel/distance reflection falloff
(MeshReflectorMaterial's depthScale/minDepthThreshold are not authorable
yet) and the ssr-pass mirrored-ground A/B.
Preview: /packages/runtime/index.html?project=promos/primitives/realism/realism.promo
promo#realism
materials
gradient-glass#house(preset=frosted mapping=object frost=0.28 gloss=0.8 transmission=0.26 motion=1)
field#amber(color=#ff9f1c)
field#cyan(color=#2ec4ff)
// =======================================================================
// PREMIUM · device family on a mirror floor, framed shot by shot.
// =======================================================================
scene#premium(duration=18.5 transition=none)
renderer(tone_mapping=None shadow_map=true)
// The base pose only seeds the solver — the frame() program below drives
// the camera. fov 28 compressed lens; DOF kept tiny (see header).
camera(type=perspective fov=35 near=8.5 far=17000 position="0 220 2600" look_at="0 150 0" dof_range=562 dof_blur=4.86)
properties
frame(smooth=0.4)
keyframes
kf(time=0 framing=all fill=100 exclude="p-title p-k")
kf(time=4.4 node=p-imac fill=80 easing=easeInOutCubic)
kf(time=6.4 node=p-imac fill=80 easing=linear)
kf(time=7.8 node=p-mac fill=85 side=front easing=easeInOutCubic)
kf(time=9.6 node=p-mac fill=85 side=front easing=linear)
kf(time=11 node=p-phone fill=65 side=front easing=easeInOutCubic)
kf(time=12.6 node=p-phone fill=65 side=front easing=linear)