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asset⌬ modulemoduleprimary: init.luau·originates fromworld 23ccf201-6…

env

The film slice that makes GREEN SKY's world look like it is standing outdoors: the sky as a light source, reflections of what is on screen, and one wetness number that every surface in the frame acknowledges.

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

greensky/env — the scene's render environment

The film slice that makes GREEN SKY's world look like it is standing outdoors: the sky as a light source, reflections of what is on screen, and one wetness number that every surface in the frame acknowledges.

What it owns

systempackagewhat it buys this film
EnvironmentLighting@builtin::systems.imageBasedLightingMetal, wet concrete and standing water reflect the sky instead of black. No bake, no probe — it reads the scene's ProceduralSky and the scene's sun every frame, so the sky slice recolouring the gradient recolours every reflection, and a discharge reaches the water because the discharge is the sun for three frames.
ScreenSpaceReflections@builtin::systems.reflectionsThe hangar, the marker posts, the rain shafts and the gliders standing in the flood. The environment carries the sky; this carries the geometry.
Weather@builtin::systems.weatherThe whole-world half of the arc. One number darkens and glosses the crust, the concrete, the hangar, the posts, the tie-down rings and the aircraft at once, straight off the g-buffer.

All three are authored as components on one temporary entity, gs_environment, spawned in build(). The per-act values are written to the component fields from update(c) on the film's own storm and clear ramps — the same two ramps the sky slice blends its palette on. Nothing here runs a clock of its own.

The one cross-slice call

greensky/pan owns how wet the ground reads — Pan.wetness(t, flood), which leads the flood because the rain darkens the crust well before there is standing water on it. This slice reads that curve rather than inventing a second one, so the surface response and the water level can never disagree.

Why the balance is on diffuse and not on the ambient light

The scene's ambient Light does environment lighting's job badly — a flat constant added to every surface regardless of which way it faces — and the obvious move is to scale it down as the sky-lit term comes in. That move does not work, and the reason is worth knowing before anyone tries it again.

A component field write is DEFERRED. Reading Light.intensity inside a frame answers the last COMMITTED value, never what the sky slice queued earlier in the same frame: ten sky-then-env pairs driven in one call all read back the same 0.18. So the read a trim needs cannot tell "the sky slice just wrote its palette value" from "this is the trimmed value I wrote last frame", and the two readings lead to different answers — one leaves the light alone, the other multiplies it a second time. Driven per frame that walks the whole scene to black; measured, 0.18 became 0.081 became 0.036 in three calls.

So the sky-lit term is balanced against the ambient light through ENV.diffuse, which this slice owns outright: nothing else writes it and nothing has to be read back. Act I is the smallest of the three because a white salt pan under a 3.4-intensity sun is where a sky-lit term most easily takes the frame past white; act II is the largest because the sun is crushed to 0.55 there and the sky-lit term is most of what holds the middle of the film out of black.

Reading it back

local ibl     = require("@builtin::systems.imageBasedLighting.ibl")
local ssr     = require("@builtin::systems.reflections.ssr")
local weather = require("@builtin::systems.weather.weather")

ibl.get()      -- the sky and sun the environment is carrying right now
ssr.get()      -- intensity, distance, cutoff, quality
weather.get()  -- wetness, gloss, and the three colours

active() on any of the three reports only that create() was once called — it stays true after a render error kills the feature (#9391). It is not proof that anything is drawing. Judge these with a picture, from capture { source = "screen" } in play: all three are render features, and render features are skipped for offscreen capture targets (#6952).

Interface

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

conforms to

zero/source-extract/v2

greensky/env — THE SCENE'S RENDER ENVIRONMENT. Owned by the "env" slice. Before this slice the world was lit by exactly two things: one directional light and one ambient constant. That is enough to see a shape and not enough to make one look like it is standing outdoors — metal had nowhere to reflect from, wet concrete was the same concrete with a darker tint, and the standing water was a flat slab of colour with the storm nowhere in it. Three shipped systems, authored once here and driven every frame off the film clock: * EnvironmentLighting (@builtin::systems.imageBasedLighting) The sky as a light source. It reads the scene's ProceduralSky and the scene's sun by itself with NO bake and NO probe, so the sky slice recolouring the gradient recolours every reflection in the film for free — including a discharge, which arrives here as the sun going to intensity 24 for three frames. This is what stops `zpbr_sample_environment` returning black (#6939): a scene with no environment source has reflective surfaces that are EXACTLY black at every angle, grazing included. * ScreenSpaceReflections (@builtin::systems.reflections) Reflections of geometry that is on screen. The environment carries the sky; this carries the hangar, the marker posts, the rain shafts and the gliders down into the flood. It can only ever reflect what the frame already drew, which is why both are here. * Weather (@builtin::systems.weather) One number — wetness — darkening and glossing EVERY surface in the g-buffer at once: the crust, the concrete, the hangar, the posts, the tie-down rings and the aircraft. The falling half of precipitation is the weather slice's emitters (#9853); this is the half the ground does, and it is the whole-world shape of the arc. WHERE THE NUMBERS COME FROM. `greensky/pan` already owns how wet the ground reads — `Pan.wetness(t, flood)` leads the flood, because the rain darkens the crust well before there is standing water on it. This slice does not invent a second wetness curve; it reads that one. WHY THE AMBIENT LIGHT IS TRIMMED. The scene's `ambient` Light was doing environment lighting's job badly — a flat constant added to every surface regardless of what it faces. With a real environment in the scene the two stack, and at `diffuse = 1.0` the result went several stops white. So this slice scales down whatever the sky slice wrote to `ambient` on the same frame, and lets the sky-lit term carry the difference. Read AMBIENT_TRIM below before touching either. Read /zero/source/design/spec.md. Do not write any file outside /zero/source/greensky/env.module/.

EnvironmentLightingScreenSpaceReflectionsWeather

regime(v: { number }, storm: number, clear: number) → number

Blend three per-act values on the film's own ramps.

argtypedescription
v{ number }
stormnumber
clearnumber

regime3(v: { { number } }, storm: number, clear: number) → void

argtypedescription
v{ { number } }
stormnumber
clearnumber

acquire( ) → void

Pick up whichever handles are available now. `component.add` is a DEFERRED mutation: on the frame `build()` runs, `component.get` for a component added two lines earlier answers nil, and a slice that cached that nil would spend the rest of the film writing to nothing while every call it made reported success. So this runs from `update` too, and stops searching once it holds all three.

setNum(comp: any, key: string, value: number) → void

argtypedescription
company
keystring
valuenumber

build( ) → void

update(c: any) → void

THE FRAME

argtypedescription
cany

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module · born here
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# film The clock, the shot table and the palettes of GREEN SKY. Every other slice talks to this module and to nothing else. ## The clock A fixed **1/24 s per rendered frame**, ignoring the real frame delta. The film is therefore byte-identical on every run whatever the frame rate, so it can be recorded a frame at a time and retimed on the host. Film.FPS 24 Film.FIXED_DT 1/24 Film.DURATION 122 seconds `scenes/main.scene`'s entrypoint calls `Film.build()` once on load and `Film.tick()` once per frame. There is no cutscene, no coroutine timeline and no `task.wait` chain anywhere in the demo. ## The shot table `Film.SHOTS` — eighteen entries, `{ n, seconds, act, name, brief }`. `seconds` is the only timing authority in the film; `greensky/camera` owns where each set-up stands. Shot numbers are stable and are never renumbered, because every slice keys off them. Film.shotAt(t) -> the shot on screen at t, and seconds into it Film.shotStart(n) -> when shot n begins ## Registering a slice local Film = require("greensky.film") local M = {} function M.build() end -- once, on scene load function M.update(c) end -- every frame Film.register("pan", M, 10) -- lower order ticks first The context `c` every update receives: | field | meaning | |---|---| | `t` / `u` | film seconds, and 0..1 across the whole film | | `dt` | always `FIXED_DT` | | `frame` | integer frame counter from 0 | | `shot` / `shotT` / `shotU` | the shot on screen, and progress through it | | `cut` | true on the first frame of a new shot | | `act` | 1, 2 or 3 | | `storm` / `flood` / `clear` | the three progressions, 0..1 | `Film.arcAt(t)` gives those last three at any time, so a slice can ask what act III looks like without waiting for it. ## Two palettes, and they are not the same thing **`Film.PALETTE`** is the **light** — what the sun, the sky and the ambient are doing in the world, per act, plus the discharge. `greensky/sky` reads it every frame. **`Film.PAL`** is the **photograph taken of that light** — the response of the camera's negative, per act. `greensky/camera` reads it every frame and writes it into the `gs_grade` post-process pass. Its fields are `ev` (exposure compensation in stops), `exposure`, `contrast`, `pivot`, `saturation`, `vignette`, `vigInner`, `grain`, and the ASC-CDL triplets `lift` (offset, moves the blacks), `gain` (slope, the whites) and `gamma` (power, the mids). Both carry `dry`, `storm`, `clear` and `flash`, and both are interpolated by the same `c.storm` / `c.clear` ramps, so the light and the photograph of it always agree about which act it is. `Film.mixGrade(a, b, x)` mixes two `Film.PAL` entries. Every `gain` in `Film.PAL` is at or below 1 on purpose: the post chain is display-referred and hard-clipped at 1.0, so a gain above 1 clips the image rather than opening it up. Level lives in `ev`, in stops. ## The site `Film.SITE` — the numbers more than one slice needs about the place: pan radius, runway length and width, hangar position, cloud base and top, the cloud volume's horizontal extent, where the storm enters and leaves, and how deep the flood gets. Everything must live inside 8 km of every camera station, because the far plane is hard-fixed at 8000. ## Curves Film.ramp(t, a, b) smoothstep, 0 before a and 1 after b Film.lerp(a, b, x) Film.mix3(a, b, x) mix two {r, g, b} Film.clamp01(x) ## Files film.module/init.luau this module ../design/spec.md read this before changing any of it ../design/shotlist.md the eighteen shots as written
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module · born here
❒asset
# greensky/pan — the salt flat, the strip, and the water that drowns them The ground half of GREEN SKY. Everything a camera stands on, and everything that gets wet. Read `/zero/source/design/spec.md` first. This module registers itself with `greensky/film` at require time; the scene entry point calls `Film.build()` once and `Film.tick()` per frame, and nothing else drives it. ## What it stands up | entity | what it is | |---|---| | `pan_ground` | the salt flat: a disc of radius `Film.SITE.panRadius` at y = 0 | | `pan_ground_far` | the same flat ground carried out to 7.6 km, 12 mm lower, so a camera a kilometre up does not see the pan end in a circle | | `pan_crust` | the fine crust: hexagonal plates from 62 cm across, lifted and skirted, laid around every low camera station | | `pan_crust_far` | the coarse crust, 6.5 m to 13 m plates, out to 300 m from each station. Casts no shadow | | `pan_runway` | 1800 × 45 m of concrete, top face at `Film.SITE.runwayY` = 0.35 | | `pan_paint` | its centreline dashes, edge lines and threshold bars, 1 cm proud of the concrete | | `pan_apron` | the concrete in front of the hangar, and the taxiway joining it to the strip | | `pan_hangar` | 84 × 46 m, 22 m to the ridge, at `Film.SITE.hangarPos` | | `pan_windsock_pole` + `pan_windsock_seg1..3` | a 9.5 m pole and a three-segment sock | | `pan_marker_01..60` | edge markers along the strip, 6 cm to 41 cm tall | | `pan_ring_01..30` | tie-down rings on the apron | | `pan_flood` | the standing water where the low cameras are: a 420 m wind-chopped sheet | | `pan_flood_far` | the flat water carrying the flood to the horizon under it | Every one of them is spawned under the `PAN` anchor and marked temporary, so the saved scene carries none of it and a `world.commit` is never held up waiting on a hundred entities the module rebuilds anyway. ## What moves * **The flood rises.** `c.flood` runs 0..1 and the water goes with it to `Film.SITE.floodMax`. At 0:34 there is none; by 1:44 there is 42 cm and the runway's painted centreline is 6 cm under. * **The markers drown one at a time.** Their heights are spread across the flood's whole range and dealt round the strip by a stride coprime with the count, so the drowning sweeps the field rather than marching down it. The count goes 0 at 0:45 → 6 at 0:55 → 20 at 1:05 → 35 at 1:15 → 48 at 1:25 → 60 at 1:44. `M.drownedCount(waterY)` reads it back. * **The water surface travels.** The chop sheet is built once with a wave of 8.6 cm unit amplitude and then MOVED: its position is the wind carrying the pattern east across the pan, and `localScale.y` is the sea state, which comes up with the rain and settles mirror-flat at the end. The wave is clamped to the depth of the water it is in, so a 2 cm flood ripples and a 40 cm one chops. * **The ground soaks.** `M.wetness(t, flood)` leads the flood — the rain darkens the crust well before there is standing water on it — and every surface tints from its dry colour to its wet one on that one number. * **The windsock.** Limp through act I, snapping taut and holding through act II, slackening at the end, fluttering throughout. Three chained segments, so a droop on the first curls the whole sock. ## Heights, for anything that needs to sit on the pan ``` salt pan y = 0 runway top y = 0.35 (|z| < 22.5, |x| < 900) apron top y = 0.30 (around the hangar) water level y = c.flood * 0.42 ``` There are no colliders anywhere in the pan. Nothing in the film touches the ground physically; a weather emitter that wants to bounce hail off concrete should test against those numbers rather than raycast. ## Reading it back ```luau local Pan = require("greensky.pan") Pan.waterY(flood) -- metres of standing water above y = 0 Pan.wetness(t, flood) -- 0..1, how wet the ground reads Pan.drownedCount(waterY) -- how many edge markers are under Pan.markerHeights() -- all 60 heights, in spawn order ``` ## This is a greybox Flat tints, one shared `standard_default` material, no textures and no surface shader. The flood is opaque and does not reflect anything yet — the lightning and the rainbow standing in the water are the refine stage's, and so is every material here. What is settled and expensive to move is the scale, the placement and the timing. The geometry is built in Luau by `greensky/pan/geom` and uploaded with `renderer.mesh.create`; nothing here is a `.mesh` asset on disk.
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backing path · greensky/env.module

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