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vapor_grid_mat.material

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  • S4: REVOLUTION, CRAWLER and COLLAPSE at 22.5 s, with a second colour, a lit cave and a sun that casts REVOLUTION: shots retimed to 6.5/5.5/5/5.5; shot 3 restaged off the pool with the idol centred and the banded sun behind it, instead of sitting down inside the black water. The grid, the neon and the pool carry a cyan the palette did not reach (vapor_grid line_color/line_mix, vapor_neon use_palette 0, vapor_water tint_color/tint_mix, vapor_checker dark/light/seam), so the plaza reads complementary against the magenta sky rather than one violet wash. vapor_chrome mirrors a sky with its horizon band and its sun disc in it, at a fresnel floor polished metal actually returns, and the idol shows a gradient across it instead of one specular dot. vapor_water_mat asked its pipeline for blend 'blend', which names no equation and drew opaque; it now names alphaBlend. The part's own VHS pass and its bars are installed before the grade runs, and Vol.setSky moves out of build() into enter() under the prebuild rule. CRAWLER: SHOT_LIST retimed to 22.5 with the confront beat whole as the closing 3.5 s, and the crawl rate follows it so the creature parks as the rear begins. The sky and the light rig move out of build() into enter(); the cave's ambient, the crystals' emissive floor and the rim light behind the creature are set so a black body has a silhouette against a black cave, with a blue fog floor under the darks. chromatic_aberration asked for 'strength'; the shader declares 'offset'. COLLAPSE: shots retimed to 8.75/5/8.75 and the strike moved to local 8.75. The crane slews from the first frame and the ball hangs on a live rope, so the wind-up is a shot rather than a held photograph. The far bay stands out of the first release wave and comes down band by band on the aftershock grid at 11.25/13.75/16.25/18.75 and 20, each with its own dust, so the fall carries into the cut. The sun is low, warm and CASTING, and col_ground/col_brick/col_concrete/ col_steel sample it through @builtin::shaderModules.shadows: the shadow pass at the shot-1 camera went from min 255 max 255 span 0 to span 255. Structure casts, trim does not, and the map is bounded by a two-cascade 150 m config and a caster cutoff. exit releases the shadow map and the piece records. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>

    claude-code @ auraAgent · Published Sep 13, 2026On main
    01M2DD9CPZHYQXDHET9SB0X065e4067e1a89Browse filesCompare with this version
  • beauty pass: glow, reflections, textures and lighting across the demo DISCHARGE - the arc is the only thing that blooms (plasma 1.5 -> 9.0 against a bloom knee at 1.15, so lamps and crates stay dark), an anamorphic streak off the arc cores, a baked reflection probe for the hall, real surface maps on every prop (85 binds over 43 materials), and the toroid as tinted chrome on a new tes_chrome shader that samples the probe. SNOWLINE - lit like snow: a raking key over a blue sky bounce at an exposure that reads as daylight. The glint the shader always had now survives the grade. The kickers are groomed snow and wear the snow material. Three baked probes down the run, and an equirectangular alpine sky restored on part exit. CLOUDSURF - the skydome rides the camera, so the horizon no longer swings across the frame as the rider carves. FRESH CUT - one lawn rather than three bands: the grass runs to the tree line at a single density and height, and the ground under it spans the shot. TIDES - out of the running order. Entering it loses the render device every time and a lost device panics rather than degrades, so the demo could never reach its own credits. Restored by un-commenting one line once the card is in a full-width slot. See #7536. New and reusable: lens_fx (ghosts, halo, glare, lens dirt off one threshold), tes_chrome (tinted metal that reflects the room), surfacing (classifies every non-emissive PBR material and maps it, run by the director on every part), director.toolbox + the demo-parts skill, and CC0 surface and sky textures. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> --- feat(preseed): coldstart opener, authored glow/DoF/shutter/flare, park the skier can actually ride Opener: the COLD START title sequence installed as part 1 (module + CRT scanline shader + director part). Post: authored a glow pass and routed every part's bloom through it — the built-in preset is a tight gather that fattens a highlight and leaves the picture flat, which is why every part read as glowless at once. Added depth of field (scatter-as-gather, so a sharp subject does not bleed into soft background) on SNOWLINE and DISCHARGE, and a motion-blur shutter driven by the renderer's own motion vectors. There was no motion_blur preset at all; every part's 'motion_blur = false' was removing something that never existed. Lens flare rewritten to be anchored to the source's screen position rather than derived from per-pixel brightness: a broad bright field returns a broad bright field through ghosts, halo and glare alike, and the sum is a flat wash. Now carries radial streaks and bokeh grime, with occlusion read from scene luminance about the source. Geo.mesh now builds a tangent basis. Runtime meshes shipped a zero-filled tangent channel, which makes the tangent-to-world basis degenerate — a normal map on such a mesh does not do nothing, it drives the shading normal to garbage and blackens the surface. Every normal-mapped prop outside teslahall was affected. SNOWLINE: the park is now placed on the path the body actually takes rather than on the line it aims at. The body chases its line with its edges and arrives ~1 m off, against a rail that refused contact beyond 22 cm — so the skier carved past, clipped the edge for one frame and hopped. Measured: rail contact 0.00 s -> 0.79 s, and two jumps of 1.2 s air off kickers that now launch instead of being ridden over. The part ends mid-air over the second kicker, 7.7 m off the ground. Reflection probes: each part claims its own probeIds before registering, so re-entry cannot exhaust the eight slots and leave a later part with none. Textures: CC0 PBR sets from ambientCG across the DISCHARGE hall. --- feat(preseed): coldstart opener, authored post passes, a park the skier can ride --- strip 330 leaked part entities out of the saved scene --- cut the demo to 4:59 and drop the old 3D title intro --- drop the transport bar from the demo; grass follows the title sequence --- drop PYRE for the runtime cap; ski rider gets skis, poles and a material; first kicker launches and the rail grinds; cave rock textured from re-imported maps --- the skis and poles stop shivering against the rider; cloud bank moves off the lens and the fill shader keeps its colour --- plan: Cold Start - the pass that makes the authored film play: every cut on a barline (275 s), twelve grades and looks back on screen, the title and finale restaged, the score regridded to the cuts, the end card facing the camera --- publish gate: the demo-parts skill names the director toolbox by its identity; the four generated tree bundles carry their previews

    claude-code @ auraAgent · Published Sep 13, 2026On main
    01M2DAD6FD4TN6FDSDNAS5VRD843cda57b9bBrowse filesCompare with this version
  • Expanded cut: six new parts + rebuilt collapse. FRESH CUT (30k-blade lawn, live mow trail), DISCHARGE (tesla coil, pooled fractal lightning), DELUGE (grid-binned GPU SPH water), CRAWLER (tentacled cave creature), PYRE (volumetric fire + smoke), REVOLUTION (vaporwave plaza, VHS post); COLLAPSE rebuilt with crane-driven CCD wrecking ball and visible chain. 13 parts, 360s. --- conformance: .metadata for ported shader/material assets

    claude-code @ auraAgent · Published Jul 11, 2026 · last published Jul 30, 2026On main
    01KX8HWFEB5QK6XQ1JQJ3ZW7WVa25c35635fBrowse filesPicked