Music Studio After Dark
Music Studio After Dark
A home recording room at night lit by dozens of small LEDs and one dim key; the camera travels onto a laptop recording a vocal take.
A home recording studio at night with a wooden desk against a foam-clad wall, an anodised mixing console with glowing level meters, speakers, headphones, a guitar and a lava lamp, lit only by moody strips of coloured light and the lamp's glow. One continuous 13 s take in four beats: a low macro over the faders, a travel and hold, a pull out to the wide room, then a drift down onto the lava lamp and headphones.
- Length
- 13 s
- Scenes
- 1
- Device
- laptop
- Style
- realistic place
- Camera
- push in, dolly, ultra closeup
//
REALISM STUDIO — "Music studio, after dark" (see SCENE.md)
A home recording room at night, lit by dozens of small emissives and one dim warm key: a
walnut desk on a foam-clad wall, a small anodised mixing console (60 LED meter segments,
18 lit buttons, aluminium knobs and fader caps), studio monitors, headphones, a lava lamp,
a violet LED strip grazing the foam, a cyan LED bar in the corner, a guitar on its stand,
and a laptop running Loomtone, a fictional music app recording a vocal take.
Props: TRELLIS from FLUX (models/, models.json), placed as meshopt-simplified `-lo` copies
(3.4 M → 0.87 M triangles: the traced export rebuilds its BVH every frame and ran out of
memory at frame 153 with the full meshes); the console, the lava lamp and the LED
practicals are primitives so their emissives sit exactly where they light.
SET x right, y up, z toward the camera. Desk top Y = 740 (z −1150…−350); console faceplate
Y = 802; meter bridge face z = −720; back wall z = −1300. Props y = surface + scale × |minY|.
LIGHT no sun, no sky: a closed room, so the traced frames are lit only by what is in it.
studio_small_04_2k lights the raster at night strength (rule C62); no authored fog
(the traced composite fogs by first-hit depth); haze is the render-time `haze` word.
SCREEN Loomtone (realism-studio.screens.html → scripts/html-screens.mts, r = 4, rule C46):
the vocal take records while the camera holds on it (4.6–6.9 s), then "Take 3 saved".
Authored look is the common case: no tone curve (sRGB only), SSAA 4. Everything else is a
render-time switch on the URL (gpu/realism, gpu/pathtrace).
Preview: http://localhost:4444/runtime?project=projects/templates/realism-studio/realism-studio.promo
promo#realism-studio(width=1920 height=1080 fps=30)
materials
// anodised aluminium: a dyed oxide over metal, satin, a little clearcoat sheen
// the night fill HDR is a bright studio: the faceplate and caps see less of it (the room is closed)
physical#anod-gun(color=#262a30 metalness=1 roughness=0.65 clearcoat=0.1 clearcoat-roughness=0.5 envmap-intensity=0.35)
physical#anod-dark(color=#24272d metalness=1 roughness=0.42)
physical#anod-red(color=#a3343c metalness=1 roughness=0.32 clearcoat=0.3 clearcoat-roughness=0.35)
physical#anod-blue(color=#2f5ea6 metalness=1 roughness=0.32 clearcoat=0.3 clearcoat-roughness=0.35)
// fader caps: graphite anodised, satin
physical#cap(color=#5c6068 metalness=1 roughness=0.45 envmap-intensity=0.5)
physical#alu(color=#c4c8cd metalness=1 roughness=0.3 envmap-intensity=0.55)
physical#smoked(color=#07080a metalness=0 roughness=0.12 clearcoat=1 clearcoat-roughness=0.05)
standard#slot(color=#050506 metalness=0 roughness=0.9)
standard#rubber(color=#1b1c20 metalness=0 roughness=0.75)
// LED segments: lit ones are light sources (traced); unlit ones keep a faint tint
physical#led-g(color=#0f2a17 emissive=#39ff7a emissive-intensity=2.6 roughness=0.35)
physical#led-a(color=#2a1d08 emissive=#ffae1a emissive-intensity=2.6 roughness=0.35)
physical#led-r(color=#2a0a0a emissive=#ff2a2a emissive-intensity=2.6 roughness=0.35)
physical#led-g-off(color=#0c1a10 emissive=#39ff7a emissive-intensity=0.05 roughness=0.3)
physical#led-a-off(color=#1c1408 emissive=#ffae1a emissive-intensity=0.05 roughness=0.3)
physical#led-r-off(color=#1c0909 emissive=#ff2a2a emissive-intensity=0.05 roughness=0.3)
physical#btn-amber(color=#3a2a10 emissive=#ffa526 emissive-intensity=1.8 roughness=0.45)
physical#btn-red(color=#3a1010 emissive=#ff3344 emissive-intensity=1.9 roughness=0.45)
physical#btn-green(color=#103a1c emissive=#3dff86 emissive-intensity=1.7 roughness=0.45)
physical#btn-blue(color=#101c3a emissive=#3d8bff emissive-intensity=1.8 roughness=0.45)
physical#btn-off(color=#2a2b30 emissive=#ffffff emissive-intensity=0.01 roughness=0.55)
standard#waln