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asset⌬ materialmaterialprimary: mat.yaml·part ofscene Lookbook.scene·originates fromworld 478e8c15-d…

lookbookRoomWhite

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byclaude-code @ aura·posted 1d ago
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# Lookbook A scripted, fully deterministic test scene for looks made with styleKit. One camera path of 26 seconds (`LookbookPath`) visits twelve stops laid along +X, 30 m apart; each stop is built to show one way a look fails. Everything that moves carries a `LookbookAnimator` and reads `LookbookClock`, so one lookbook time T always draws the same frame, whatever stack is on. | # | Stop | What it tests | |---|---|---| | 1 | Textured wall (x 0) | A finely textured 28 m wall: pan, dolly, orbit and a 10x zoom (fov 60 to 6). | | 2 | Slow light (x 30) | A flat grey wall in a deep alcove (the sun never reaches it); a lamp ramps from 0 to full over two seconds. | | 3 | Thin geometry (x 60) | Wires 4 to 15 mm thick against the sky, guy wires and a fence of 2.5 cm slats. | | 4 | Grazing floor (x 90) | A 40 x 320 m textured floor seen from 45 cm up, out to the horizon. | | 5 | Fast character (x 120) | The builtin humanoid sprinting at about 8 m/s across a lined backdrop, its pose sampled at T. | | 6 | Contact (x 150) | Boxes and spheres resting on, sunk into and cutting through the floor and each other. | | 7 | Foliage (x 180) | Alpha-cut grass cards and two trees of leaf cards, swaying like wind. | | 8 | Transparency (x 210) | A glass pane, a water pool and drifting smoke cards in front of lined boxes. | | 9 | Lights (x 240) | The sun swings out and back, a spot light circles, then the camera enters a closed room and every light goes to 0: a black frame. | | 10 | Depth planes (x 270) | Planes at 5, 10, 20, 40, 80 and 160 m, looking along +Z under the sky, with the fog thickened for this stop. | | 11 | Mixed rates (x 300) | Four cubes stepping at 6, 12, 24 and 60 poses a second beside one turning smoothly. | | 12 | Excluded (x 330) | `LookbookExcluded` (a gold ring a run adds to the stack's exclude list), the world label `LookbookWorldLabel` and the on-screen "Lookbook" panel. | Also in the scene: the sun, ambient light and procedural sky (the sky does not drive the sun; the stop 9 animator does), a `HeightFog` (`LookbookFog`), a synced `StyleStack` entity with an empty stack, the `LookbookCamera` (Camera, fov 60, no behaviour, priority -10 until a run raises it), and the usual player setup (a PlayerPrototype with the humanoid body and an orbital follow camera, and a PlayerSpawn in front of stop 1). ## How the black frame is made Inside the `zeroLights` segment every light in the scene (sun, ambient, the spot, the room lamp and the stop 2 lamp) is at intensity 0, set by its animator. The camera is inside the closed room at stop 9 looking at its back wall, so no sky is in view. The engine's sky lighting does not know the room is closed, so the room's inside faces use a material with a black occlusion map: they take no indirect sky light, only direct light from the lamp and the door. The walls are hollow, built from one-sided planes (inside planes face in, grey outside planes face out 20 cm further out), so no two surfaces overlap from either side. With every light at 0 the frame measures a mean luma of about 1 in 255. ## Files - `build.luau` builds everything, including the generated textures and materials beside it (`lookbookFine`, `lookbookLined`, `lookbookGrass`, `lookbookLeaf`, `lookbookSmoke`, `lookbookBlack` and the materials using them). A rebuild lands the same scene. - `entrypoint.luau` registers the small "Lookbook" screen panel in edit and in play.
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backing path · lookbookKit.package/Lookbook.scene/lookbookRoomWhite.material

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