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asset⌬ modulemoduleprimary: init.luau·originates fromworld f66766ca-c…

look

The grade of DEADLIGHT. Lens, meter, colour and grain, all as functions of `Film.t`.

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

deadlight.cut.look

The grade of DEADLIGHT. Lens, meter, colour and grain, all as functions of Film.t.

The chain

  • DepthOfField — focalLength is derived from the shot's own field of view against a 24 mm sensor (84 deg becomes 13 mm, 24 deg becomes 56 mm) and focusDistance is the distance from the eye to the point the shot is aimed at, both read off cutscene.path. A lens is never authored twice. Shots 7, 10, 12 and 13 run between f/1.8 and f/2.8.
  • MotionBlur — a 180 degree shutter for the whole film, which at 24 frames is a 1/48 s exposure.
  • AutoExposure — a meter, but integrated on the fixed 1/24 s step rather than adapted from the frame, so its travel repeats bit for bit. It runs from -8.1 stops under the sunlit surface to +6.8 in the last shot: fifteen stops, opening at 0.95 stops per second and closing at 3.2, which is what makes the travel visible in shots 2 to 4 rather than instant.
  • dl_lut — one of three 32-entry tables, cut at the movement boundaries. Both cuts land on shot boundaries (t = 24 and t = 70), so the swap happens on an edit and is invisible.
  • dl_vignette — opens from 0.16 to 0.44 across the film.
  • LensFx — the flare, huge on the sunball in movement I and small on a lamp afterwards, and the grain, which grows with Film.depthAt(t) from 0.010 at the surface to 0.055 on the bottom.

The three tables

tablemovementwhat it does
dl_lut_descentIcobalt and rich — the last colour in the film
dl_lut_shipIIcrushed black, warm mids, so lamplit rust reads ochre
dl_lut_leavingIIIthe same darkness, desaturated: emptier

Reading it

require("deadlight.cut.look").report()

returns the shot, the field of view, the derived focal length, the focus distance, the aperture, the meter's current stop, the grain, and which table is bound.

Where it lives

Four render-feature components on one entity, CutGrade, spawned lazily and marked temporary. The tables are .texture assets under /source/deadlight/cut/luts, authored once and resolved by literal name afterwards.

Interface

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

conforms to

zero/source-extract/v2

deadlight.cut.look — the grade. OWNED BY THE CUT SLICE. Everything here is a function of `Film.t`: the lens, the exposure, the tables, the grain. Nothing reads wall time, so the film grades the same on the second run as on the first. WHAT IS IN THE CHAIN, in the order the frame meets it: DepthOfField the lens the shot list already implies. `focalLength` is derived from the shot's own field of view against a full-frame 24 mm sensor, and `focusDistance` is the distance from the eye to the point the shot is aimed at — both read off `cutscene.path`, so a lens is never authored twice and a rack is whatever the framing already does. The four long shots (7, 10, 12, 13) run wide open. MotionBlur a 180 degree shutter, which at 24 frames is a 1/48 s exposure — the film's whole reason for a fixed clock. AutoExposure a METER, integrated on the fixed 1/24 s step rather than adapted from the frame, so its travel is deterministic and repeats. It runs from -8.1 stops under the sunlit surface to +6.8 in the last shot: fifteen stops, and the travel is meant to be seen in shots 2 to 4. dl_lut one of three tables, cut at the movement boundaries. The cuts land on shot boundaries (t = 24 and t = 70) so the swap happens on a cut and is invisible. dl_vignette opens from 0.16 to 0.44 across the film: the frame's edges are not dark, they are empty. LensFx the flare, and the grain that grows with the depth — 0.010 at the surface, 0.055 on the bottom. The four components are render features and are put on ONE entity, `CutGrade`, which the cut slice owns.

DepthOfFieldMotionBlurAutoExposureLensFx

smoothstep(a: number, b: number, x: number) → number

argtypedescription
anumber
bnumber
xnumber

keyed(keys: { { number } }, t: number) → number

argtypedescription
keys{ { number } }
tnumber

focalLength(fov: number) → number

The focal length a field of view implies on a 24 mm sensor. A 84 degree dome comes out at 13 mm and a 24 degree long lens at 56 mm, which is why a shot never has to author its lens twice.

argtypedescription
fovnumber

shotsTable( ) → any

resolveAnchor(a: any, t: number) → any

argtypedescription
aany
tnumber

frameAt(t: number) → void

eye, aim point, field of view at `t` — or nil while the shot list is not loadable, which is the one case the grade holds its last frame.

argtypedescription
tnumber

lutRef(name: string) → any

Literal lookups, for the same reason the sound module uses them: a computed asset name is a dynamic resolve, which pins no dependency and which the gameplay path refuses outright.

argtypedescription
namestring

ensureLuts( ) → void

ensureChain( ) → void

ensure( ) → boolean

reset( ) → void

tick(t: number, dt: number) → void

argtypedescription
tnumber
dtnumber

shot(_n: number, _tLocal: number) → void

argtypedescription
_nnumber
_tLocalnumber

report( ) → any

What the grade is holding right now, for reading it without looking at it.

⌬ Metadata
descriptionThe grade of DEADLIGHT: a lens derived from each shot's own field of view, a fifteen-stop exposure meter on the film clock, a per-movement colour table, a vignette that opens, and grain that grows with the depth.

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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
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# deadlight.cut.shots The framing of all fourteen shots of DEADLIGHT, as data. `FilmDirector` requires this module every load, merges each entry with its duration out of `Film.SHOTS`, and evaluates it through `@builtin::modules.cutscene.path`. Durations are not here — they live in `deadlight.film` and nowhere else. ## The fourteen lenses No two shots repeat a composition. The lens, the camera height and the distance to the subject all move: | # | fov | height | subject distance | move | |---|-----|--------|------------------|------| | 1 | 84 | -4 m under the surface | 11 m | rises 1.6 m, tipped 27 deg up | | 2 | 62 | -30 m | 18 -> 39 m | locked off | | 3 | 70 | on the hull | 18 m ahead | locked to the vehicle | | 4 | 46 | mid-water | 30 m | dead static | | 5 | 66 | 1.5 m off the silt | 18 m | 40 m run-in, linear, offset 4.5 m to starboard of the vehicle's track | | 6 | 58 | 3.5 -> 5.5 m | 36 -> 56 m | retreats while the aim climbs | | 7 | 24 | 11 m | 11.0 -> 10.0 m | drifts 1 m closer | | 8 | 52 | 6 -> 30 m | 14 -> 29 m | a 24 m crane, tilting onto the deck | | 9 | 84 | 40 cm off the deck | 18 m ahead | 30 m track, linear | | 10 | 26 | 14 m | 6.0 -> 5.3 m | creeps 70 cm | | 11 | 50 | 36 -> 34 m | 43 m | drifts 22 m aft, down the superstructure's length | | 12 | 70 | 32 cm off the silt | 5.4 -> 3.3 m | creeps 3 m | | 13 | 38 | 92 -> 56 cm | 2.6 -> 2.0 m | descends | | 14 | 66 -> 50 | 3.5 m | 18 -> 78 m | holds the vehicle as it climbs | ## Anchors `Path.eval` reads an entity anchor's `.position`, and a container spawned at the origin reports the origin however far away its geometry is. Every anchor here is therefore an explicit world position out of `Film.WORLD`, except the one that genuinely moves and is one body: `Nautile`, used by shots 2, 3 and 14. While the sub slice has not spawned it, `FilmDirector` substitutes `Film.subPoseAt(t)`, so these shots frame correctly either way. ## What this module also does It requires `deadlight.cut.rig`, guarded. That is the cut slice's one guaranteed entry point into a scene whose `build.luau` belongs to the plan agent: the rig registers the grade and the mix with the film clock and builds what it needs lazily. ## Numbers the other slices are framed against These are the positions the shots aim at. A slice that puts its geometry somewhere else should say so, because the lens is long enough at three of them that a metre is the whole frame. | what | where | which shot | |---|---|---| | the port anchor's fluke | `(-6.9, 9.9, 5.8)` — its geometry, not the `PortAnchor` container's origin at `(-13.2, 12, 6)` | 7, on a 24 deg lens 10 m out | | the forecastle deck | `y = 20`, running `z = 6 .. 46` for the crane and the rail run | 8, 9 | | **the hero deadlight** | `(-14.0, 14.0, 40.0)` on the port shell — one porthole, cover half open, glass gone | 10, on a 26 deg lens 6 m out | | the bridge front | `z = 96 .. 158`, `y = 19.5 .. 36.5` | 11 | | the porcelain cup | `(0.59, 0.14, 262.2)` | 12, 13 | | the hull break | `z = 189` | 14 | An anchor read off a container is the trap here: `Bow.position` is `(0, 12, 2)` while its geometry spans `z = -5 .. 189`, and `PortAnchor.position` is 6.5 m to port of the fluke it names. Every anchor in this module is therefore a world position taken from `hierarchyBounds`, not from a `.position`.
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module · born here
❒asset
# film The shared constants and the film clock for DEADLIGHT. Every slice of the demo reads this module and nothing restates its numbers. It holds three things: - The timing spine — the 14 shots, their durations and their windows. `Film.SHOTS`, `Film.shotAt(t)`, `Film.window(n)`, `Film.movementAt(t)`. Durations live here and nowhere else. - The world contract — the shared coordinate frame (`Film.WORLD`), the named entities each slice owns (`Film.NAMES`), the submersible's contracted path (`Film.SUB_PATH` / `Film.subPoseAt(t)`), the anchor fallbacks that let the film play while it is still being built (`Film.ANCHORS`), the palette (`Film.PALETTE`) and the water's optics (`Film.WATER`). - The clock — a fixed 1/24 s step advanced once per RENDERED frame by `deadlight.FilmDirector`, never from wall time. 2,256 rendered frames is exactly the 94-second film, every time. ```luau local Film = require("deadlight.film") Film.restart() -- t := 0, every slice resets, playing := true Film.seek(48.0) -- deterministic scrub to a moment Film.status() -- where the film is and who has joined it Film.register("abyss", { -- join from your own component's awake() reset = function() end, tick = function(t, dt) end, shot = function(n, tLocal) end, }) ``` Handlers run inside `pcall`, so one slice erroring cannot stop the film for the others. Registering a name twice replaces its handlers.
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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backing path · deadlight/cut/look.module

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