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melt

The transformation slice of *Pastel Astral Dream*: everything `film.melt(t)` drives. Hard, matte, dry and still becomes soft, glossy, wet, flowing and coming apart — and in this place what melts does not run down, it **lifts**.

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

melt

The transformation slice of Pastel Astral Dream: everything film.melt(t) drives. Hard, matte, dry and still becomes soft, glossy, wet, flowing and coming apart — and in this place what melts does not run down, it lifts.

Serves shots 6 (first drip), 7 (glacier), 9 (collapse), 10 (the column begins) and 12 (the sea drops).

What it puts in the world

Everything is spawned temporary = true under pad_melt_root and rebuilt from build() on every scene load, so nothing here is written into the scene record.

entitieswhat it is
pad_melt_cap_1..26the mesa's upper 84 m, as 26 marshmallow pillows on a convex profile with four thin wafer strata through them. Sags, spreads and thins with the melt; from t≈62 its top leaves, scattering as it goes — this is the source of the rising column.
pad_melt_lipthe melt lip on the mesa's +Z flank: a shelf whose underside sits at y = 107.2, which shot 6's beads hang from. Fixed on purpose — a macro station 1 m from a surface cannot follow a surface that sags 8 m.
pad_melt_hero_1..5the five beads of shot 6, in the order they let go (37.3 → 44.7). The first is 14 cm across, sized for a 12 deg lens 1.3 m away.
pad_melt_glacier_1..130the ice-cream glacier: 26 transverse slabs, each five bands — blueberry, pistachio, strawberry, vanilla and a wafer stratum. Upper bands advance further than lower ones, so the strata shear.
pad_melt_calve_1..16blocks that leave the snout on their own clock (45.5 → 88.5) and drift up. The one at t=80.6 is shot 12's "last calved block".
pad_melt_plinth, pad_melt_cone, pad_melt_scoop_1..9, pad_melt_glaze_1..2the 90 m scoop tower on its wafer plinth.
pad_melt_puff_1..80the powdered sugar the collapse throws.
pad_melt_shard_1..26candy-glaze shards that scatter across the plinth and stay there, so shot 12 can still see them.
pad_melt_drip_1..216upward drips: 96 on the mesa's flank and under its lip, 44 on the glacier, 36 on the tower, 40 on the shallows. The shallows group rides the sea's surface down as it falls.
pad_melt_riser_1..120ribbons and droplets leaving the mesa top — the first 300 m of the column, where it is still matter and not yet weather.

Timings this slice fixes

twhat happens
~40the confection is wet enough that drips start everywhere
37.3 – 44.7the five hero beads of shot 6, one letting go every ~1.2 s
45.5 – 88.5sixteen calving events off the glacier snout
61.2the scoop tower's top lets go, and the powdered-sugar burst
61.2 / 61.9 / 62.6scoops 9, 8 and 7 release, in that order
62 → 84film.column opens; the cap's top pillows lift and scatter

What it reaches into, and how to turn that off

Two things this slice moves belong to the place slice, because the drop and the sag are melt's job while the geometry is place's:

  • the sea — resolved by name from pad_sea, pad_place_sea, pad_cream_sea, cream_sea, OceanSurface, Ocean, and moved to baseY - film.seaDrop(t).
  • the mesa body — resolved from pad_mesa, pad_place_mesa, pad_mesa_root, pad_marshmallow_mesa, and moved to baseY - film.melt(t) * 18.

Both are re-resolved by NAME every frame and never held as a proxy, and both writes are guarded: another slice rebuilding its content underneath this one used to take the whole animator down with a stale-proxy error, and the only sign was one line in the log. If place would rather own either, set M.driveSea = false / M.driveMesa = false and this slice leaves it alone.

Add a name to SEA_NAMES / MESA_NAMES if place calls its entities something else.

What other slices may read

local melt = require("@user::pad.melt")

melt.wetness(t)     -- 0..1, the gloss this slice puts on every confection surface
melt.capTopY(t)     -- where the mesa's top surface actually is: it sags, then leaves
melt.stations       -- the station each of shots 6, 7, 9, 10 and 12 was framed and checked at
melt.anchors        -- capBaseY / capRadius / lipUnderside / dripHero / glacierSnout / burstAt

melt.stations.first_drip is the one that matters most: shot 6 is a 12 deg lens 1.3 m from a 14 cm bead, and every number in it — the eye, the look, the lens — was found by looking at the frame. Moving the camera off that line loses the bead.

Two things worth knowing before editing this

Every animator here is a pure function of t. The tower's collapse is solved in closed form (fallY — ballistic flight with two analytic bounces), every "random" number comes out of frand(i, salt), a positional hash, and nothing accumulates. A rigid body would integrate, and this film scrubs.

Wetness is not written to the .material assets. Material.setProperty and Model:setMaterialProperty both land on the AUTHORED material — and that rewrites its mat.yaml on disk, which at 24 fps is a file write per material per frame. So build() mints a runtime twin of each authored material with renderer.material.create(def, key) and points every entity of that colour at the one twin with Model:applySessionMaterial(handle); the per-frame ramp then writes the twin through renderer.material.setProperty, which touches no file. The .material files under mat/melt/ stay the one source of truth for the FROZEN look, and makeRuntimeMaterials() reads their values back off them rather than duplicating the numbers here.

Interface

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

conforms to

zero/source-extract/v2

strict

frand(i: number, salt: number) → number

argtypedescription
inumber
saltnumber

fr(i: number, salt: number, lo: number, hi: number) → number

argtypedescription
inumber
saltnumber
lonumber
hinumber

clamp01(x: number) → number

argtypedescription
xnumber

win(t: number, a: number, b: number) → number

argtypedescription
tnumber
anumber
bnumber

smooth(t: number, a: number, b: number) → number

argtypedescription
tnumber
anumber
bnumber

mix(a: number, b: number, k: number) → number

argtypedescription
anumber
bnumber
knumber

quatAxis(ax: number, ay: number, az: number, ang: number) → void

argtypedescription
axnumber
aynumber
aznumber
angnumber

capSpec(i: number) → void

SHAPE FUNCTIONS — the same numbers at build time and at every frame, so no per-entity table has to be kept alive between them. The mesa's upper surface, pillow by pillow. i = 1 (widest, lowest) .. CAP_N. Squashed spheres rather than discs: a marshmallow mesa has no hard edges, and a 166 m cylinder shows its facets from any distance a shot is taken at.

argtypedescription
inumber

glacierSlab(j: number) → void

One transverse slab of the glacier. j = 0 (head) .. GL_SLABS-1 (snout).

argtypedescription
jnumber

glacierBand(k: number) → void

Band k of a slab: vertical offset, thickness, shear weight, width taper, material.

argtypedescription
knumber

glacierFlow(m: number, p: number, kk: number) → void

How far a band has flowed, and how far it has slumped, at melt m. The shear is what shot 7 is about: the top band outruns the bottom one by half a slab.

argtypedescription
mnumber
pnumber
kknumber

towerLayout(soft: number) → void

The scoop stack at softness `soft`: centre height, width and height per scoop.

argtypedescription
softnumber

towerSoft(m: number) → number

argtypedescription
mnumber

fallY(y0: number, vy: number, ground: number, tau: number) → void

Height above `ground` of something dropped from y0 at vy, with two bounces. Closed form: no state, no integration, so a seek lands on the same frame.

argtypedescription
y0number
vynumber
groundnumber
taunumber

dragX(v: number, tau: number) → number

Horizontal travel with drag — closed form, decelerating to a stop.

argtypedescription
vnumber
taunumber

beadSpec(i: number) → void

A drip site, and the clock it drips on. i = 1..BEAD_N.

argtypedescription
inumber

spawnOne(name: string, parent: any, mesh: string, mat: string, pos: { number }, scl: { number }) → string

BUILD

argtypedescription
namestring
parentany
meshstring
matstring
pos{ number }
scl{ number }

makeRuntimeMaterials( ) → void

Mint one runtime twin per authored material and point every entity at it, so the per-frame gloss ramp never touches a `.material` on disk.

applyRuntimeMaterials( ) → void

build( ) → void

cacheAlive( ) → boolean

THE ANIMATOR

rebuildCache( ) → void

resolveExternal( ) → void

Resolve the place slice's sea and mesa BY NAME every time, and never hold the proxy: the other slices rebuild their content while this one runs, and a proxy kept across its entity's despawn raises on the next `.position` — which takes the whole animator down after it, so the mesa stops melting and the only sign is one line in the log.

applyWetness(w: number) → void

The gloss ramp. One write per material per change, on the runtime twins.

argtypedescription
wnumber

animate(film: any, t: number) → void

argtypedescription
filmany
tnumber

attach(film: any) → void

argtypedescription
filmany

wetness(t: number) → number

WHAT OTHER SLICES MAY READ 0..1, the wetness this slice puts on every confection surface at film time t.

argtypedescription
tnumber

capTopY(t: number) → number

Where the mesa's top surface actually is at film time t — it sags, then leaves.

argtypedescription
tnumber

Sub-parts

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backing path · @user/pad/melt.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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