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light

The light rig and the grade for "Mother Liquor". It registers as the film stage `light` (order 40) and is loaded by `scenes/main.scene`; nothing else consumes it directly, though `demo/stages/sound` reads the two frames the tubes die on from its exports so the ballast hum stops w…

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

light

The light rig and the grade for "Mother Liquor". It registers as the film stage light (order 40) and is loaded by scenes/main.scene; nothing else consumes it directly, though demo/stages/sound reads the two frames the tubes die on from its exports so the ballast hum stops when its lamp does.

The rig. Two 4100 K fluorescent tubes as rectangular area lights at Film.MARKS.tubeA / tubeB, each carrying an emissive tube element so a lamp that is on looks on. Tube A stutters at ~3 Hz on a failing ballast all through Act I; both die across shot 5 on a schedule that is never undone, and the surviving one stutters once more at shot 15 and goes out. The fume hood's strip lamp never changes output — what changes is that after shot 5 there is nothing else. Plus the bunsen's own light breathing at 2 Hz, the stirrer's red LED, and, forty metres under the floor, three sources the camera never sees that light the Act III set: a far amber that ripples, a violet fill and a cold rim.

The lens. A physical lens whose focal length is derived from each shot's own vertical fov against a 24 mm sensor, so the optics and the framing cannot disagree — 62 degrees is a 20 mm lens and 6 degrees is a 229 mm one. Aperture, blur ceiling, focus rack and metering are stated per shot. A focus plane is put on a SURFACE rather than on the shot's look point, which for a shot aiming across a room is a metre or more further on.

The grade. Bounded auto-exposure ticked on FILM time, so adaptation is identical at any frame rate; bloom, lens optics and grain, a vignette, and a colour lookup table per act, cross-faded through pre-baked intermediates. The four act tables are written as .texture assets under demo/luts.

Everything is spawned under the root the film hands build, and the only clock is tick's t. The FilmCamera's pose and fov belong to the Director; this stage reads them through Film.cameraAt and never writes them.

Interface

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

conforms to

zero/source-extract/v2

demo/stages/light.module — SLICE D · Light & Lens The rig and the grade for "Mother Liquor". THE RIG. Two 4100 K fluorescent tubes as rectangular area lights, each with its own emissive tube element so the fixture is visible in the frame that looks at it; a failing ballast on tube A that stutters at ~3 Hz all through Act I; a scripted death for both across shot 5 that is never undone. The fume hood's strip lamp, which never changes output and becomes Act II's only key the moment the tubes stop drowning it. The bunsen's own light, breathing at 2 Hz. The stirrer's red LED. And, forty metres under the floor, the interior set's off-screen key: a far amber that ripples, a violet fill and a cold rim, so Act III is lit by three sources the camera never sees. THE LENS. A physical lens whose focal length is DERIVED from the shot's own vertical fov, so the optics and the framing can never disagree: a 62 degree shot is a 20 mm lens and a 6 degree shot is a 229 mm one, and the depth of field that falls out of that is the film's. Per-shot aperture, per-shot focus rack, per-shot metering. THE GRADE. Bounded auto-exposure ticked on FILM time so adaptation is identical every run; bloom, lens optics, film grain and vignette moved per movement; and a colour lookup table per act, cross-faded through baked intermediates at the act boundaries. Nothing here reads a clock. `tick`'s `t` is the only time in the demo, and every rate below is a rate in FILM seconds — which is what makes the light event at shot 5 land on the same frame at 60 fps, at 9 fps, and under a recorder stealing frames. The FilmCamera's pose and fov belong to the Director. This stage reads them (through Film.cameraAt) and never writes them.

ModelAreaLightLight

lerp(a: number, b: number, u: number) → number

argtypedescription
anumber
bnumber
unumber

clamp01(x: number) → number

argtypedescription
xnumber

smooth(x: number) → number

argtypedescription
xnumber

mix3(a: { number }, b: { number }, u: number) → void

argtypedescription
a{ number }
b{ number }
unumber

hash(x: number) → number

a deterministic 0..1 hash of a number — the flicker's only source of noise

argtypedescription
xnumber

shotStart(n: number) → number

argtypedescription
nnumber

ballastStutter(t: number, rate: number, depth: number, seed: number) → number

A tube on a dying magnetic ballast does not fade — it drops out. This is two fast dropouts per cycle at `rate` Hz plus a restrike shimmer, and it is a pure function of film time, so it is the same stutter every run.

argtypedescription
tnumber
ratenumber
depthnumber
seednumber

tubeALevel(t: number) → number

argtypedescription
tnumber

tubeBLevel(t: number) → number

argtypedescription
tnumber

tubeBLast(t: number) → number

argtypedescription
tnumber

unlitPractical(name: string, colour: { number }) → any

argtypedescription
namestring
colour{ number }

setGlow(handle: any, colour: { number }, level: number) → void

argtypedescription
handleany
colour{ number }
levelnumber

buildTube(name: string, mark: { number }) → void

argtypedescription
namestring
mark{ number }

buildHoodStrip( ) → void

buildBunsen( ) → void

buildStirrerLed( ) → void

buildInteriorKey( ) → void

The Act III set is lit by three sources the camera never sees. It is forty metres under the floor, so nothing here reaches the room and nothing in the room reaches it.

keyLight(name: string, off: { number }, colour: { number }, intensity: number, radius: number) → void

argtypedescription
namestring
off{ number }
colour{ number }
intensitynumber
radiusnumber

buildAmbient( ) → void

The room's own bounce. Act I is a small bright box and has fill everywhere; Act III has none, which is what "no diffuse anywhere" costs.

focalFor(fovDeg: number) → number

argtypedescription
fovDegnumber

movementAt(t: number) → void

argtypedescription
tnumber

look4(a: { number }, b: { number }, u: number) → void

argtypedescription
a{ number }
b{ number }
unumber

gradeSpec(a: { [string]: any }, b: { [string]: any }, u: number) → void

argtypedescription
a{ [string]: any }
b{ [string]: any }
unumber

installGrade(name: string, spec: { [string]: any }) → any

`lut.install` writes the durable `.texture` asset AND uploads it to the GPU under the asset's own guid — and refuses the upload whenever that guid is not a v4, which is a state the asset system can hand back. What the frame is bound to therefore comes from a GPU texture minted here, and the durable asset is written beside it: the look survives as a file either way, and the pass always has something valid to sample.

argtypedescription
namestring
spec{ [string]: any }

addPass(name: string, shaderRef: any, priority: number) → void

argtypedescription
namestring
shaderRefany
prioritynumber

buildPostChain( ) → void

claimPlaceholders(announce: boolean) → void

argtypedescription
announceboolean

build(r: any) → void

argtypedescription
rany

tick(t: number, dt: number, shot: any, u: number) → void

argtypedescription
tnumber
dtnumber
shotany
unumber

alive(rec: any) → boolean

argtypedescription
recany

guardedTick(t: number, dt: number, shot: any, u: number) → void

Film disables a stage the FIRST time its tick raises, for the rest of the session. On an engine several agents share, one of them reloading the scene destroys this rig's entities under a tick already in flight — which would silently retire the whole light rig for good. So the failure is caught here, reported, and the next frame tries again.

argtypedescription
tnumber
dtnumber
shotany
unumber
⌬ Metadata
descriptionThe light rig and the grade for Mother Liquor: two fluorescent tubes with ballast flicker and a scripted death, the fume hood strip, the bunsen and the stirrer LED, an off-screen key for the Act III set, a physical lens whose focal length comes from each shot's fov, bounded auto-exposure on film time, and a colour lookup table per act.

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module · born here
❒asset
# film <!-- 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 · demo/stages/light.module

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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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