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asset⌬ componentcomponentprimary: init.luau·originates fromworld a24d981a-1…

Look

The light, the air and the photograph for the whole of FURROW. It rides the scene's `look` anchor, reads `filmClock.now()`, and pushes the values `furrow.grade` computes for that instant at the renderer once a frame.

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

Look

The light, the air and the photograph for the whole of FURROW. It rides the scene's look anchor, reads filmClock.now(), and pushes the values furrow.grade computes for that instant at the renderer once a frame.

It is the slice that carries the film's arc. The sun holds its direction for all 181 seconds; what changes is the air between the lens and everything else, from a noon clean enough to count dune crests twenty kilometres out to a brown-out where the horizon is a few hundred metres away.

What it drives

surfacehow
PhysicalAtmospherewrites the scene air entity's fields, and pushes groundAlbedo / sunColor — which have no component field — through the module
the sun, the domewrites the sun and ambient Light components
HeightFogowned outright; zero density through Act I releases the passes
DepthOfFieldper set-up, including the racks in shots 5 and 8
MotionBlura 180-degree shutter, constant
LensFxflare, halo, streak, and a grain that thickens with the dust
AutoExposurehalf a stop of leash each way, so it cannot undo the arc
the gradeone fullscreen pass, registered here from inline WGSL

Fields

  • previewAt — the film time the look is posed for while the world sits in EDIT mode. Type a number and the whole arc is inspectable without running the film; play ignores it and follows filmClock.
  • driveLook — stop driving, leaving the scene at whatever it was authored with. For comparing against the arc, not for shipping.

The rules it keeps

It holds no clock of its own — filmClock.now() is the only time it reads, which is what makes the film reproducible.

Its executionOrder is -100, after PhysicalAtmosphere at -120, so the values it pushes are the ones the frame is rendered with.

It spawns nothing. Everything it touches already exists in the scene, and everything it registers it releases in onDestroy.

Interface

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

conforms to

zero/source-extract/v2

FURROW — the light, the air and the photograph. The film has one dramatic arc and it is not the sun: the sun holds its direction and its place in the sky for all 181 seconds. What changes is the AIR between the lens and everything else. Shot 1 is high noon in air clean enough to count dune crests twenty kilometres out; shot 24 is a brown-out where the sun is a dull coin and the horizon is a few hundred metres away. One number drives all of it — `film.clarity(t)`, rebased by `grade.dust(t)` — so the atmosphere, the sun's colour and strength, the ambient dome, the fog in the pan, the film grain, the exposure and the grade all thicken together instead of being animated apart. Every value is computed in `furrow.grade`, which is a pure function of film time; this component is only the hand that pushes them at the renderer once a frame. What it drives, and how: PhysicalAtmosphere the scene's `air` entity — fields written, plus the module-only knobs (ground albedo, sun tint) pushed straight through, which the component never restates the sun, the dome the scene's `sun` and `ambient` Light components HeightFog owned outright, released at zero density in Act I DepthOfField per set-up, including the two racks (shots 5 and 8) MotionBlur a 180-degree shutter for the whole film LensFx flare, halo, streak and a grain that thickens AutoExposure adaptation on a half-stop leash so it can never undo the arc the grade one fullscreen pass, registered here from WGSL held in `furrow.grade`, with seven knobs walked per frame It keeps NO clock. `filmClock.now()` is the only time it reads. Owner: the LOOK slice.

resolve( ) → void

armGrade( ) → void

Register the grade pass. Its WGSL is inline rather than a `.shader` asset so the effect exists only for as long as this component does and leaves nothing behind in the world tree.

pushGrade(t: number) → void

argtypedescription
tnumber

apply(t: number, dt: number) → void

Push the whole photograph for film time `t`.

argtypedescription
tnumber
dtnumber

release( ) → void

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

In edit the film is not running, so the look is posed for `previewAt`. That makes the whole arc inspectable by typing a time, and it means the scene an author opens is lit like shot 1 rather than like nothing.

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

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11+items
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module · born here
❒asset
# grade FURROW's photograph, as pure functions of one number: `t`, the seconds of film elapsed. Nothing in here touches an entity or keeps a clock, so it is safe to require from anywhere and it answers the same twice. ```lua local grade = require("furrow.grade") grade.dust(t) -- 0 at shot 1, 1 at shot 24. The film's whole arc. grade.air(t) -- every PhysicalAtmosphere field, plus groundAlbedo/sunColor grade.sun(t) -- the sun's colour and intensity (its DIRECTION never moves) grade.ambient(t) -- the sky dome's colour and intensity grade.fog(t) -- HeightFog settings; density 0 through Act I grade.lensFx(t) -- flare, halo, streak, grain grade.shutter() -- a 180-degree shutter, constant grade.exposure(t) -- AutoExposure, on a half-stop leash grade.grade(t) -- the seven knobs of the fullscreen grade pass grade.dof(t) -- the lens for the set-up the film is on, racks included grade.shotAt(t) -- which set-up, and how far through it ``` `furrow.Look` is the only thing that pushes these at the renderer. Other slices are welcome to read `grade.dust(t)` — the SAND slice in particular, so airborne density and air density agree instead of drifting. ## The arc The sun never moves. The air does. `film.clarity(t)` runs 0.04 to 1.00 and `grade.dust` rebases it so every curve here reads 0 at shot 1 and 1 at shot 24. The largest single-frame change in any of these channels, measured across the whole 181 seconds at the film's own 1/24 s step, is about 1% of that channel's range — the arc is continuous, not stepped. | | shot 1 | shot 24 | |---|---|---| | `aerial` | 0.15 | 1.00 | | `mie` | 0.20 | 18.0 | | `rayleigh` | 0.95 | 0.06 | | `skyIntensity` | 0.55 | 0.85 | | sun | white, 4.0 | 1.0/0.60/0.30, 2.05 | | ambient | cool blue-violet, 0.55 | warm brown, 1.15 | | fog density | 0 (passes released) | 0.017 | | grain | 0.014 | 0.040 | | contrast / saturation | 1.10 / 1.16 | 0.94 / 0.92 | ## Three numbers that were measured, not reasoned about - **`mie` ramps to 18, not to 2.5.** At 2.5 the zenith of this scene is still frankly blue. The brown-out does not read until the Mie term buries the Rayleigh one. - **`skyIntensity` starts at 0.55.** At 1.0 the noon horizon clips to a flat band of pure white across the frame. `skyIntensity` scales the sky alone and leaves aerial perspective on the geometry untouched, which is why it is the right knob and `exposure` is not. - **The flare threshold starts at 2.6, not the default 0.75.** At noon on gypsum most of the frame is above 0.75, and the lens-optics pass at that threshold flares the GROUND. At 2.6 only the solar disc reaches it. ## The grade pass `GRADE_WGSL` is a fullscreen post-process registered from inline WGSL rather than from a `.shader` asset, so it lives exactly as long as the component that registered it and leaves nothing in the world tree. The frame arriving at it is already display-referred, so it does not tonemap — it rolls the top end off above 0.80, then does contrast, saturation, a split tone, a shadow lift and a vignette. A second tonemap here was tried and takes a correct noon down to dusk.
▲ 0↑ born
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module · born here
❒asset
# filmClock <!-- 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.
▲ 0↑ born
backing path · furrow/Look.component

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