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look

Slice 4 of **Sexton's Bell**: light and grade.

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

look

Slice 4 of Sexton's Bell: light and grade.

The whole lighting rig. The lightning key StormKey driven by film.strobe(t), the near-black ambient between strokes, the two gas mantles and the paraffin lantern as practicals with their scripted death at t = 58.40, the east window throwing ruby and cobalt across eleven white sheets, height fog and atmosphere, exposure, per-act LUT grades and the post stack.

Exports

  • M.slice() — the descriptor the FilmDirector registers: { name = "look", order = 40, sentinel = "Look", build, update }.

Usage

The FilmDirector component on the scene entity Film requires this module and registers M.slice(). Nothing else calls it.

entity.find("Film").component.get("FilmDirector"):seek(58.38)

Notes

  • Serves every shot.
  • Owns demo/look.module/** and demo/look/**; writes no other path.
  • update(t) is a pure function of absolute film time — no accumulation, no math.random; use film.rand / film.noise.
  • The full design is /zero/source/design/spec.md.

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.look — SLICE 4 of "Sexton's Bell": light and grade. The whole lighting rig. `StormKey`, the lightning directional light driven by film.strobe(t); the sky and ambient ramp between strokes (film.PAL.nightAmb, near-black and never black); the two gas mantles and the paraffin lantern as practicals, following film.gas(t) and film.lantern(t) — the mantles hunt as pressure fails and are dead from t = 58.40; the east window throwing ruby and cobalt across the sheets when a stroke is behind it (shot 8, weaker in shot 11); height fog and atmosphere; exposure; per-act LUT grades and the post stack (bloom, DoF, grain, flare, shutter). Serves every shot. Owns /zero/source/demo/look.module/** and /zero/source/demo/look/**. Read /zero/source/design/spec.md first. update(t) is a PURE function of t — no accumulation, no math.random; randomness comes from film.rand/film.noise. HOW THE LIGHT IS ORGANISED StormKey holds the scene's SUN. A Light{kind="directional"} on it takes the sun field, so the stroke gets the cascade shadow set — which is what makes four hundred monuments throw four hundred shadows for four frames. The fog, the volumetric medium and the atmosphere all track the scene's sun, so aiming StormKey at the stroke aims the whole medium with it and the air itself flashes. Between strokes the key is off and the picture is carried by an ambient at exactly film.PAL.nightAmb, three-and-a-bit stops of print exposure, and whatever the practicals are still burning. That is the film's floor: near-black, never black.

LightSpotLight

clamp01(v: number) → number

Small helpers

argtypedescription
vnumber

strokeTravel(az: number, el: number) → void

The direction the stroke's light TRAVELS, from its azimuth and elevation. az 0 = world +Z (down the vale), increasing clockwise seen from above.

argtypedescription
aznumber
elnumber

xyz(p: any) → void

An entity's `position` comes back as a KEYED vec3, so `#p` on it is 0 and a `#p >= 3` guard silently never fires. This reads either shape.

argtypedescription
pany

try(label: string, fn: () → void

argtypedescription
labelstring
fn(

nightPrint(crush: number, knee: number, top: number) → void

Per-act grades, as colour lookup tables The print curve. A night film is printed so that the midtones — the lit cloud base, the far ridge, everything the eye would give up on at midnight — collapse toward the shadows, while the top end stays free for the only thing in the film that is genuinely bright. It is what makes bone limestone invisible between strokes and the brightest thing in the frame during one. `crush` how hard the midtones fall (higher = less to see between strokes) `knee` where the highlights are handed back their range `top` the value the knee lands on It runs on LUMINANCE and rescales the three channels by what it did, which is the whole reason it is applied here rather than as the GradeSpec's own `curve`: that one runs per channel, so a colour whose blue crosses the knee while its red does not comes out of it as a channel split — a wet path under a night sky arrives electric cobalt. On luminance the hue is untouched and only the level moves, and `drain` then takes colour OUT of whatever the print pushed down, the way an eye does at this light level.

argtypedescription
crushnumber
kneenumber
topnumber

findLight(name: string) → any

argtypedescription
namestring

changed(key: string, fingerprint: string) → boolean

argtypedescription
keystring
fingerprintstring

forgetPushes( ) → void

resolve( ) → void

Resolve the rig from the scene. It is what makes the slice survive an edit/play flip: the entities are rebuilt, the module's locals are not.

spawnAt(name: string, pos: { number }) → any

argtypedescription
namestring
pos{ number }

addLight(name: string, pos: { number }, fields: any) → any

Add or re-arm one light. The fields are applied whether or not the component was already there: these entities outlive a rebuild of the `Look` root, so an "add only if missing" guard would leave the previous build's radius, cone and colour in place and quietly ignore every change made since.

argtypedescription
namestring
pos{ number }
fieldsany

actTable(spec: any) → any

Post-process chain One act's whole look, baked into a table: the colourist's ops from the GradeSpec, then the print curve on luminance with its own drain.

argtypedescription
specany

installGrades( ) → void

buildPost( ) → void

add(name: string, opts: any) → void

argtypedescription
namestring
optsany

build( ) → void

build()

at(...: ?) → void

argtypedescription
...?

setProp(effect: string, prop: string, value: number) → void

update(t) — a pure function of film time

argtypedescription
effectstring
propstring
valuenumber

update(t: number) → void

argtypedescription
tnumber

mantle(c: any, seed: number, phase: number) → void

argtypedescription
cany
seednumber
phasenumber

slice( ) → void

The slice descriptor the FilmDirector registers.

⌬ Metadata
descriptionSexton's Bell demo slice: look.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# film The shared clock, the storm and the slice registry for Sexton's Bell — the 95-second, 14-shot demo in this world. Every build slice requires this module; it is the only place the film's time, weather, palette and storm table are written down. ## Exports - `film.FPS` / `film.DT` / `film.DURATION` / `film.FRAMES` — 24, 1/24, 95.0, 2280. - `film.now()` / `film.frame()` / `film.isPlaying()` — where the film is. - `film.seekTo(t)` / `film.seekToFrame(n)` / `film.reset()` / `film.play()` / `film.pause()` / `film.run()` / `film.step()` — the transport. `step()` is called once per rendered frame by the `FilmDirector` component and by nothing else. - `film.register(slice)` / `film.buildAll()` / `film.built(name)` / `film.missing()` / `film.slices()` — the registry. - `film.SHOTS` / `film.shotAt(t)` — the fourteen shots and their boundaries. - `film.STROKES` / `film.strobe(t)` / `film.thunderAt(i)` / `film.gap(i)` / `film.strokeAt(t)` — the storm. `strobe(t)` is the single lightning envelope everything reads; nobody writes their own. - `film.rain(t)` / `film.wind(t)` / `film.windDir(t)` / `film.wetness(t)` / `film.gas(t)` / `film.lantern(t)` — the shared weather and practical ramps. - `film.rand(seed, i)` / `film.noise(seed, x)` — the only randomness a slice may use. - `film.PAL` / `film.NAMES` / `film.PLACES` — palette, shared entity names, world anchors. ## Usage ```luau local film = require("demo.film") local function update(t) local level, stroke = film.strobe(t) -- ... a pure function of t, and of nothing else end ``` ## Notes - Every slice's `update(t)` is a pure function of absolute film time. No accumulation, no `dt`, no `math.random`, no wall clock. That purity is what makes `seekTo(t)` reproduce a frame exactly, which is what lets the film be recorded twice for the same result. - Guard a slice's `build()` on its sentinel entity being alive, never on a module-local flag: module state survives an edit/play flip and entities do not. - The full design is `/zero/source/design/spec.md`.
▲ 0↑ born
backing path · demo/look.module

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