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realism2.abstract

realism2.abstract

Realism 2 · ABSTRACT — the twenty-one realism2.promo studies restaged in the abstract reel's grammar. SAME CONTENT, scene for scene: the same flow containers (row · column · isle · stack · wheel · grid · word-cloud), the same devices and flex screens, the same copy, the same camera programs and the same rule (NO ABSOLUTE POSITIONING for the content). 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.
  - materials: the abstract reel's six declared at the root; every device
    wears the dark standard `shell`; the house glass keeps its fields.
  - stage: near-black backgrounds (each scene's hue kept, 28 % of its
    value), per-shot fog tinted to the background, the studio HDR low and
    blurred, the mirror floor softer, ACESFilmic + a higher bloom ladder +
    fine grain + fxaa last.
  - haze: three additive lobes (hz0/hz1/hz2) scaled to each scene's camera
    distance, in place of the onyx wash.
  - lights: each scene's own rig kept — the travelling sun of s04, the
    dawn ramp of s16, the long low sun of s14 — re-tinted to the reel's
    key and scaled to 65 % (tracks included), plus the reel's cool AREA
    rim from stage right.
  - DRESSING per scene: an emissive rail on the mirror sized to the
    lineup, a thin-film halo behind, four kit pieces on the floor beside
    the devices and two floating above, all sized from the camera
    distance (s08 macro and s11 hero carry their own small set). Every
    piece has a `-dz-` id and is EXCLUDED from the wide framings.

Scene list and layouts: see realism2.promo (scene-ideas.md has the ideas).

Preview: /packages/runtime/index.html?project=promos/primitives/scenes/realism/realism2.abstract.promo
Topic
scenes
Scenes
21
Kind
reference rig
//
    Realism 2 · ABSTRACT — the twenty-one realism2.promo studies restaged in
    the abstract reel's grammar. SAME CONTENT, scene for scene: the same flow
    containers (row · column · isle · stack · wheel · grid · word-cloud), the
    same devices and flex screens, the same copy, the same camera programs
    and the same rule (NO ABSOLUTE POSITIONING for the content). 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.
      - materials: the abstract reel's six declared at the root; every device
        wears the dark standard `shell`; the house glass keeps its fields.
      - stage: near-black backgrounds (each scene's hue kept, 28 % of its
        value), per-shot fog tinted to the background, the studio HDR low and
        blurred, the mirror floor softer, ACESFilmic + a higher bloom ladder +
        fine grain + fxaa last.
      - haze: three additive lobes (hz0/hz1/hz2) scaled to each scene's camera
        distance, in place of the onyx wash.
      - lights: each scene's own rig kept — the travelling sun of s04, the
        dawn ramp of s16, the long low sun of s14 — re-tinted to the reel's
        key and scaled to 65 % (tracks included), plus the reel's cool AREA
        rim from stage right.
      - DRESSING per scene: an emissive rail on the mirror sized to the
        lineup, a thin-film halo behind, four kit pieces on the floor beside
        the devices and two floating above, all sized from the camera
        distance (s08 macro and s11 hero carry their own small set). Every
        piece has a `-dz-` id and is EXCLUDED from the wide framings.

    Scene list and layouts: see realism2.promo (scene-ideas.md has the ideas).

    Preview: /packages/runtime/index.html?project=promos/primitives/scenes/realism/realism2.abstract.promo
promo#realism2-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
    gradient-glass#house(preset=frosted mapping=object frost=0.28 gloss=0.8 transmission=0.26 motion=1)
      field#amber(color=#ffb347)
      field#cyan(color=#7ad7ff)
  // =======================================================================
  // s01 TURNTABLE · the family on a rotating plinth — every angle is real.
  // The row itself s