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asset⌬ modulemoduleprimary: init.luau·originates fromworld f55f755d-f…

place

The archipelago of *Pastel Astral Dream*: seven confection islands over a sea of poured cream, in their act I state — hard, matte, dry, dusted with sugar frost, and mirroring. Geometry, materials, the sea and everything that lives on the islands.

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

place

The archipelago of Pastel Astral Dream: seven confection islands over a sea of poured cream, in their act I state — hard, matte, dry, dusted with sugar frost, and mirroring. Geometry, materials, the sea and everything that lives on the islands.

Serves shots 1 (the frost macro), 2 (the establishing wide), 3 (the skim and its bow wave), 4 (the cliff crane and its crack), 8 (under the cream) and 12 (the drained shallows).

Exports

  • M.build() — creates every entity. Idempotent; guarded on pad_place_root being alive. Sets M.anchors whether or not it goes on to build, so the camera slice can ask for a station regardless of who ran first.
  • M.rebuild() — tears the whole slice down (ocean included) and builds it again.
  • M.attach(film) — registers the "place" animator.
  • M.setSeaLevel(y) — moves the cream surface, its bed and the sprinkles riding it. melt may call this; this slice already drives it off film.seaDrop(t), and the two agree because they read the same number.
  • M.anchors.frostRidge / M.anchors.crack — exact world points, walked off the islands' own surfaces, for the camera slice to stand at.
  • M.geom / M.mats / M.isles / M.sea / M.props — the submodules.

What is here, and what moves

entitywhat
pad_place_mesa + _strata_1..3the 340 m marshmallow mesa and its wafer strata
pad_place_cliffs, _cliff_peak_1..11, _cliff_inner_1..4400 m of meringue whipped into peaks
pad_place_glacier_1..3the ice-cream glacier: pistachio under strawberry under vanilla, sheared down toward its snout
pad_place_shelfthe wafer shelf the glacier calves over
pad_place_isleD/E/F/G (+ _strata, _peak_*)the four background islands
pad_place_seathe cream sea — a spectral ocean, recoloured and calmed almost to a mirror
pad_place_sea_bedthe cream 1.5 m under the surface. Rides the surface, never strands.
pad_place_floorthe wafer floor shot 12 uncovers
pad_place_wake_1..6the bow wave shot 3 sheds
pad_place_float_* / pad_place_strand_*sprinkles, bobbing and stranded
pad_place_puff_*marshmallow puffs around the island feet
pad_place_frost_ridge + _frost_clump_1..26the 4 cm ridge shot 1 opens on, furred with frost
pad_place_glaze_panel, pad_place_crackthe candy glaze on the cliff face and the fracture that runs up it

Everything that moves here is a pure function of film time t: the sea falls as film.seaDrop(t) says, the floating sprinkles bob and turn on it, a bow wave sheds from the skim camera at fixed film times and runs out across the mirror, the frost fibres shiver (hardest as a grain of sugar-snow goes past, twice in shot 1), the crack runs up the glaze between t 22.6 and 28.6, and the cream's own emission ramps with film.uplight(t). Applying the same t twice leaves the world bit-identical — measured: two captures of the frost macro at t = 1.90 differ by 0.0.

What other slices drive on this

  • melt — sags pad_place_mesa, and ramps gloss/wetness by writing roughness, clearcoat and subsurface_radius on the materials mats.NAMES lists. Use mats.ref("marshmallow") etc. rather than typing the identity.
  • look — every light, the grade, the exposure. This slice adds none. It DOES capture the sky into the environment's sky slot (environment.captureSky + ensureSkyFallback), because a reflective surface no probe covers reflects black and the sea is the largest reflective surface in the film.
  • camera — frames pad_place_frost_ridge for shot 1 and pad_place_crack for shot 4; M.anchors carries both as exact world points.

Notes

  • Geometry is procedural and RUNTIME — renderer.mesh.create, no mesh assets — so build() re-makes it on every scene load and there is nothing to keep in sync. Every wobble comes from geom.noise2, which is a pure function of its arguments, so the archipelago is identical on every build.
  • geom.island is the one primitive every land mass is made of: a closed surface of revolution over a footprint that need not be a circle, with a Catmull-Rom vertical profile, a radius wobble and an optional world-space warp.
  • The materials all bind @builtin::shaders.pbr, which carries subsurface, sheen, transmission and clearcoat on one shader — marshmallow reads as translucent matter through subsurface_color + thickness, and the sugar frost is the sheen lobe.
  • absorptionColor on the ocean is an extinction coefficient, not a tint. The brighter a channel is, the more of it the body of the liquid eats. A cream sea wants a very dark absorption; the preset values (#322c29) are already dark for that reason and a "cream-coloured" one renders black.
  • ocean:configure() reports values it does not apply. The config table comes back holding the new colours while the surface keeps rendering the old ones (#11266). Everything this slice sets goes through Ocean.attach on a freshly spawned entity, which is why rebuild() tears the ocean down by name first.
  • A material write fans out to an onAssetReload callback on every script component holding that material. Writing unchanged values across twenty materials put this engine into a watchdog cascade that ended in SIGILL (#10525), so mats.ensure writes only what differs and the cream's emission ramp is quantised to 32 steps.

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

build( ) → void

rebuild( ) → void

Rebuild from scratch. Not called by the film; here because a slice that can only be built once is a slice nobody can iterate on.

setSeaLevel(y: number) → void

Move the sea. `melt` may call this instead; both read film.seaDrop, so they agree.

argtypedescription
ynumber

shiverAt(t: number, k: number) → void

Shot 1's shiver. A grain of sugar-snow crosses frame twice in the seven seconds; the fibres it passes go over hardest, and the whole patch carries a small continuous tremble underneath so the macro is never a still photograph.

argtypedescription
tnumber
knumber

apply(film: any, t: number) → void

argtypedescription
filmany
tnumber

attach(film: any) → void

argtypedescription
filmany

Sub-parts

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# palette One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.palette") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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backing path · @user/pad/place.module

Problems

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