instructions.md
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snowline: bring the stations in, focus the lens on the skier, open the exposure, give the run a near field, drop the dev bench --- S1 spine: make every part's grade apply, and give the cuts a contract fx.module: resolve a shipped post shader by identity instead of reading a 'source' key the preset contract does not carry, so fog, vignette, colorGrade and color_correction register for the first time and nine parts stop losing their sky, light rig, render stack and IBL capture to the raise. Each grade key is isolated, so one stale key costs that key alone. 'tonemap' routes to the __display__ pass's curve and exposure, which is where a frame's tone curve actually lives, so twelve authored exposures reach the film; 'tonemap = false' means the linear curve. chromatic_aberration and motion_blur are reachable now that the preset table is no longer the gate. The chain is asked whether a pass is registered rather than a local flag, so eviction and re-entry stay in step. director.module: the cut contract. Per-part 'bars' and 'resolutionScale' set before enter, so a part whose enter fails still cuts like the film. Every post pass that is not the engine's and not the film's own bloom/demo_fade is evicted at the boundary with a warning naming it. The outgoing part reaches full black 0.15 s before the boundary, so a cut and whatever it costs are spent on black. A part whose world area differs from the outgoing part's is built during that fade, at 90% black. M.running() lets a scene script tell a stopped sequencer from a running one. volume.module: the composite is removed when the last volume goes rather than disabled, and M.ensure re-adds it if the boundary took it out. glow.shader: the four rings keep their radii and their share of the light, and their taps are redistributed by weight. The outermost ring was spending 20 taps of 57 to carry 1% of the glow. post.bloom 1.663 ms -> 0.691 ms at the same frame, the two frames differing by 0.07 of a code value. main.scene entrypoint: occlusion culling and a 2 px minimum screen size for the film, restored on unload; update() restarts a sequencer a reload left stopped. Docs: the scene README is the twelve-part 275 s film and the cut contract, DESIGN.md says it is the retired seven-part reference, the demo-parts skill names parts that exist and the channel that actually carries its verbs, and /source/README.md is the world's front door. Deleted, unreferenced: transport, lineup, p2_substance, p3_metropolis, metro, trail_lab.scene, replay_discharge_materials.luau. --- S1 spine: record the deletions of the unreachable modules and the dev bench transport, lineup, p2_substance, p3_metropolis, metro and the trail_lab bench scene. Nothing in the running order or in any module the scene entrypoint reaches names them; p3_metropolis was the only reader of metro, transport the only reader of lineup, and trail_lab the only reader of the ski trail bench.
01M2DCFDAD7HF8KJH6PBG46SARe90d32a16fBrowse filesCompare with this versionbeauty 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
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