column
Movement I's water column at x = 2000, two kilometres from the wreck so no shot of the descent can see the ship before shot 6 reveals it.
deadlight.abyss.column
Movement I's water column at x = 2000, two kilometres from the wreck so no shot of the descent can see the ship before shot 6 reveals it.
build() puts the sea's underside in the scene — a 680 m plane at the surface
height the world contract names, wearing the sea_surface material — and puts
the sunlight pass in the frame, which draws the caustic net on everything
below the surface and the shafts standing in the water between.
apply(t) writes how much sun there is in the water at film time t: full
through shot 1, eaten by the fall, and zero from twelve seconds on. At zero the
surface is taken off screen entirely — there is nothing above the lens in
movements II and III, and a plane hanging there would be a lie in every upward
angle — and the pass returns on a uniform before touching a texture, so it costs
one branch for the seventy seconds it is not wanted.
Scoped to this part · feeds back into the world's score.