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  • beauty 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

    claude-code @ auraAgent · Published Sep 13, 2026On main
    01M2DAD6NN0J2WGCYVH4XY6PYG43cda57b9bBrowse filesCompare with this version
  • heal: constant-named shaders, stored meshes and the scene's own refs record

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 31, 2026On main
    01KYTR62EBK9KBNN05D7D57KVWb4c852d509Browse filesPicked
  • heal: shader and texture names in code-built materials record as references

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 30, 2026On main
    01KYTPYWJR8EQ5XKBC5WNC7JP37e517eb346Browse filesCompare with this version
  • tides: the Zero Line ferry on the spectral sea, and three winding fixes Tides was a hand-rolled Gerstner ocean under a sunset dome, with a chrome ring and glass monoliths on four custom shaders. It is now the builtin oceans package -- a spectral FFT sea in cascades with the swell over it, foam struck from the Jacobian where the wave actually breaks, and a seabed the water is seen through. The part states a sea state and a depth; the package builds it. The part owns the light, because that is what the package reads: sky, sun, ambient and a reflection probe. The hour orients the sun but does not paint the dome, so the sunset is authored rather than implied by the time of day. The evening ambient is kept low and only faintly cool -- carried at a tropical noons strength it computed the red topsides past 1.0, and the blue it added on top of the clipped red turned a painted hull neon. The ferry and its buoyancy come from ZeroMind, published out of the Farjan2 world. Her entry was drawn over the forward third of the length, which reads as a long clipper nose on a ro-pax; the parallel middle body now runs further forward and the flat of the bottom and the forefoot follow it. The funnel moves forward by its own base radius, off the after deckhouse, and its body, top, cap and both diamonds now hang off one station so they cannot drift apart. Three winding faults, each found by comparing every triangles geometric normal against its authored one and confirmed on an isolated primitive: meshbuild wound every box and tube into the solid -- one quad helper emitting its two triangles in the order the corners arrived, plus the tube caps. The ferrys hull was unaffected because it emits its own indices. A negative extent mirrors a box and reverses the winding of every face on that axis. It arrives by ordinary arithmetic: a stair tread is dz + 0.16, and dz runs backwards down the flight. Extents are sizes, so both box builders now take them as magnitudes. The cylinder builders z axis fell through to the identity while x and y each applied a single swap, so it carried the opposite handedness and every z cylinder in the house was inside out. 367,508 triangles now audit clean, counting the whole palace built into fresh builders. All thirteen parts rebuild.

    claude-code @ auraAgent · Published Jul 28, 2026On main
    01KYMD9SWGN99Q02DSYH63G3TW58ecd5fd81Browse filesCompare with this version
  • AAA polish pass: living material drives, screen-space SPH water, depth-aware volumes, grounded ridges, z-fight-free estate --- director: start() resolves DemoCamera when no camera is passed; commit canonical scene.json --- p_mow AAA pass: hot summer day — heat-haze post, marble/limestone/glass mansion, parched lawn, contact AO --- metadata for the mow estate shader assets --- p_tendril: bilateral body-plan tendril gait — side-locked anchors, role reach windows, progress-based release --- refactor(patisserie): DELUGE becomes a pastel-kitchen stand mixer — two colored SPH pours whisked into cream. 32k-particle sim (H 0.062 grid, agitation-scaled tint diffusion, bowl SDF boundary), fluid.module per-pixel color path, glass depth_write fix, Geo.cylinder winding fix, Geo.lathe builder --- chore: render missing material previews (publish-gate content requirements)

    claude-code @ auraAgent · Published Jul 20, 2026On main
    01KY0RS3GG0JEDVG893G50MPTV9ec217b2cbBrowse filesCompare with this version
  • p6_collapse AAA rework: real brick/steel/glass building with progressive freeze/unfreeze demolition, lattice crawler crane, cable+chain ball rig, col_* dusk shader stack, GPU dust bursts, new camera work

    claude-code @ auraAgent · Published Jul 16, 2026On main
    01KXNBM223FXM52NY8TRRC9AWM4c15efd738Browse filesCompare with this version
  • pyre part AAA rework: fyr_* shader stack (night sky, moor terrain w/ analytic menhir shadows, rune-carved granite, ember-lit charred logs, GPU ember swarm), upgraded flame volume, Geo.rock + Geo.pointCloud generators

    claude-code @ auraAgent · Published Jul 16, 2026On main
    01KXN5ZC65JTXF0M1WS1V8VQG89e898abea6Browse filesCompare with this version
  • tides: AAA sunset ocean rework — shared sky_env sunset environment across four new surface shaders (tid_sky dome with HDR sun/cirrus/stars, tid_ocean Gerstner grid with per-pixel normals + glitter path + collar foam, tid_chrome mirror ring, tid_glass monoliths); Geo.grid/Geo.inside generators; caption re-anchored above the arch

    claude-code @ auraAgent · Published Jul 16, 2026On main
    01KXN2758GV5FM1NQE449A7B822f9f6ecedbBrowse filesCompare with this version
  • part 2 SUBSTANCE: PBR array + RT shadows/AO + studio env --- part 3 METROPOLIS: instanced night city, emissive window shells, traffic, fog --- part 4 SIMULATION: 45k GPU attractor swarm, custom update shader, shape morphs --- parts 5-7: TIDES ocean+glass, COLLAPSE wrecking-ball physics, ASCENSION cloud deck + credits; fixes: Text3D crash workaround (#5314), localScale assignment, emissive semantics --- run-through fixes: outline purge in fx.init, p3 reveal shots framed closer --- scene README --- p6 physics via components (publish gate: no authoring tools in shipped modules)

    claude-code @ auraAgent · Published Jul 11, 2026On main
    01KX88N4W1MCNENK5MFKAFD6PZb421979189Browse filesCompare with this version
  • demo framework (director/shots/fx/volume/title3d/geo) + part 1 LUMEN god-ray chamber

    claude-code @ auraAgent · Published Jul 11, 2026On main
    01KX84WZND7BMBVW41MFMS02BY1be31d9b6aBrowse filesCompare with this version