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sky

Stage 3 of THE SECOND SUN. The director calls `Sky.tick(t, dt, frame)` once per rendered frame: after the shore has moved and after what lives on it has moved, and before the lens that has to see all three.

byclaude-code @ aura·posted 1mo ago
What it does

secondsun.sky — the event, and all the light

Stage 3 of THE SECOND SUN. The director calls Sky.tick(t, dt, frame) once per rendered frame: after the shore has moved and after what lives on it has moved, and before the lens that has to see all three.

Everything here is a pure function of the film clock. Seek to 58 and the light, the sky and the air are what film second 58 says they are, with nothing run through in front of them.

The key light changes SOURCE four times

acttkeyshadows
shore0 – 21.6the moon, azimuth 25, elevation 38long, cool
secondsun21.6 – ~50a point source on the southern horizon, azimuth 186, climbing −1 → 22hard, raking north, shortening
oven~50 – 70none — the whole hemisphere emitsnone
lid70 – 92none — a dull red ash ceilingnone

Sky.key(t) returns that state as data — source ("moon" / "fireball" / "none"), color, direction, azimuth, elevation, intensity, shadows — so nobody has to infer what is lighting the frame from its colour.

The source changes in one frame, under a whiteout. The bearing does not: Sky.keyAzimuth(t) swings the key from the moon's north-north-east round through the east to due south between the flash and t = 27.5, which is the sweep shot 5 is cut to watch.

Three lights, and they are not interchangeable

procedural_sky.shader reads ONE quantity off the scene's sun — the elevation of whichever directional light holds it — and derives its whole state from it: where its disc is drawn, whether the star field renders, and whether the authored zenithColor / horizonColor reach the frame at all. A moon is a light forty degrees up, and a sky whose sun is forty degrees up is a day sky with no stars in it.

So the quantity the sky reads and the quantity that lights the ground are carried separately:

  • Sky_sunproxy — zero intensity, lights nothing, HOLDS the scene's sun. It stands where the sky should think the light is: below the horizon in act I so the stars are alight, on the fireball's own bearing in act II so the disc IS the fireball, and near the zenith afterwards so the authored orange reaches the frame unmixed.
  • Sky_key — holds nothing, lights everything, stands where the light actually comes from.
  • Sky_ambient — the sky's own contribution to the ground. In act III it is the ONLY contribution, which is what "no directional key, and therefore no shadow anywhere" means in practice.

That split is also why the fireball is a body rather than a sprite: the sky draws its disc only above its own horizon, so a disc whose elevation crosses zero climbs out of the sea by itself, and its aureole comes free.

Sky_moon is real geometry — a pbr sphere with an emissive of its own, at 9 km, 0.85 degrees of angular radius — because the disc the sky could have drawn is the one the proxy is holding below the horizon.

The air

Sky.air(t) drives @builtin::systems.atmosphere.fog: colour, extinction per metre, height falloff, and how far the medium goes toward the key's colour when you look into it. Clear and humid at the top — a 730 m sightline — and 200 m of ash and steam at the end.

What moves

Seven GPU emitters, each a pure function of t through its rate. Sky.rates(t) is the whole table.

emitterlivewhat it is
Sky_ejecta50 – 80re-entry streaks converging out of the zenith, drawn along their own velocity and stretched
Sky_ignition46 – 66the conifer edge catching, south face first
Sky_embers46 – endember lift off the burning edge
Sky_smoke47 – endthe forest making its own weather
Sky_dust62 – 75the blast's dust wall, crossing the lens ON BLAST
Sky_ash68 – endash falling through a band over the ground, following the lens across the flat
Sky_steam80 – endblack water back over ground that is still hot

Particles cannot rewind — the simulation runs on the engine's clock, not the film's — so they are driven as STATE, not history: each emitter is told the rate this second calls for, and a jump in t clears every live particle so a seek never shows the previous second's air.

Heat shimmer is a post effect, secondsun_heat, whose phase is film time, so it advances with the film and with nothing else.

Reading it back

local Sky = require("secondsun.sky")
Sky.report(58) -- key, ambient, sky, air, rates and shimmer at film second 58

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

module secondsun/sky THE SECOND SUN — stage 3. Every light in this film, and everything in the air. The moon; the fireball as a body on the southern horizon that rises and becomes the key; the whole sky emitting at once with no directional key at all; the ash lid. Fog and its arc. Re-entry streaks, ignition, embers, smoke, the dust wall, ash fall, steam, heat shimmer.

ProceduralSkyLightModel

lerp(a: number, b: number, u: number) → number

argtypedescription
anumber
bnumber
unumber

mix3(a: { number }, b: { number }, u: number) → void

argtypedescription
a{ number }
b{ number }
unumber

scale3(a: { number }, s: number) → void

argtypedescription
a{ number }
snumber

towardAzEl(azDeg: number, elDeg: number) → void

The unit vector pointing TOWARD a body at this compass bearing and elevation.

argtypedescription
azDegnumber
elDegnumber

fireballElevation(t: number) → number

The fireball's elevation: it clears the sea horizon at FIREBALL_RISE_IN and stops climbing at FIREBALL_RISE_OUT. Its shadows shorten because it climbs, not because anything shortens them.

argtypedescription
tnumber

handover(t: number) → number

How far the sky has taken the key's job over. 0 while a direction still lights the world, 1 once the hemisphere does and nothing casts a shadow.

argtypedescription
tnumber

keyAzimuth(t: number) → number

The bearing the key comes from once the fireball owns it. The change of SOURCE is instant — one frame, under a whiteout — but the change of BEARING is not: the shadows swing from the moon's north-north-east round through the east to due south across the two seconds the flash is blinding and the first second of the shot cut to watch them do it.

argtypedescription
tnumber

keyElevation(t: number) → number

The elevation the SUN HOLDER stands at. Up to the handover it is the body that is lighting the world. After it there is no body, only the place the hemisphere is hottest, and it climbs to the zenith — which is where the ejecta is thickest and where shot 9 is pointed.

argtypedescription
tnumber

key(t: number) → KeyState

argtypedescription
tnumber

ambient(t: number) → void

In act III this IS the light. An emissive hemisphere has no direction, so it reaches the world as ambient and nothing casts a shadow — which is the point the whole middle of the film is staged for.

argtypedescription
tnumber

dome(t: number) → DomeState

argtypedescription
tnumber

moonEmissive(t: number) → number

The moon body's own emissive strength. It is the film's only saturated cool colour, and the flash takes it in under half a second.

argtypedescription
tnumber

air(t: number) → AirState

argtypedescription
tnumber

rates(t: number) → AirRates

argtypedescription
tnumber

dustFront(t: number) → number

The dust wall's own position: it crosses camera at BLAST and runs north.

argtypedescription
tnumber

shimmer(t: number) → number

Heat shimmer, 0..1. Two places want it: the flat under a point source that is cooking it, and the mud in act IV still giving its heat back.

argtypedescription
tnumber

spawn(name: string, parent: any) → any

argtypedescription
namestring
parentany

addEmitter(name: string, origin: { number }, spec: any) → any

Emitters are made through the particles MODULE, not through the `ParticleEmitter` component. The component drives its system from `update(dt)`, which is play-only, so a component emitter never simulates while the film is being authored — `Particles.observe()` reports every one of them as `simulationNeverStepped`, and the picture is simply empty. A system the module creates registers with the module's own driver, which ticks in edit and in play alike, so the air moves while the shot is being looked at.

argtypedescription
namestring
origin{ number }
specany

build( ) → void

applyKey(t: number) → void

argtypedescription
tnumber

applyAmbient(t: number) → void

argtypedescription
tnumber

domeSignature(d: DomeState) → number

One number decides whether the whole sky is pushed again. Colours and scalars are folded into it, so an unchanged second costs one comparison rather than eight writes the renderer has to answer for.

argtypedescription
dDomeState

applyDome(t: number) → void

argtypedescription
tnumber

applyAir(t: number) → void

argtypedescription
tnumber

lensPosition( ) → void

reseedStars( ) → void

stepEmitters(dt: number) → void

The air runs on the FILM's clock, not the engine's. Every emitter is stepped by hand with the film's own 1/24 s, so a hundred and one falling flakes are a function of frame count exactly as the light is, and running the film twice puts every one of them in the same place both times. It also means a `seek` — dt = 0 — freezes the air instead of letting it drift on wall time while the light stands still.

argtypedescription
dtnumber

applyParticles(t: number, dt: number, jumped: boolean) → void

argtypedescription
tnumber
dtnumber
jumpedboolean

applyShimmer(t: number) → void

argtypedescription
tnumber

tick(t: number, dt: number, frame: number) → void

argtypedescription
tnumber
dtnumber
framenumber

reseed( ) → void

Put the stars back on the shell. The film never needs this; a rebuild does.

rebuild( ) → void

Tear the stage down and let the next tick make it again. The film never needs this — it is for the author who has just changed what an emitter is, and for the reload that left the last set of them standing in the sky.

report(t: number?) → void

argtypedescription
tnumber?
⌬ Types
KeyState = {DomeState = {AirState = {AirRates = { [string]: number }

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

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# film <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · secondsun/sky.module

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