Refactor ascii-video skill: creative-first SKILL.md, consolidate reference files

This commit is contained in:
SHL0MS 2026-03-16 20:11:12 -04:00
parent e6cf1c94a8
commit 63635744bf
11 changed files with 806 additions and 975 deletions

View file

@ -1,14 +1,6 @@
# Architecture Reference
**Cross-references:**
- Effect building blocks (value fields, noise, SDFs, particles): `effects.md`
- `_render_vf()`, blend modes, tonemap, masking: `composition.md`
- Scene protocol, render_clip, SCENES table: `scenes.md`
- Shader pipeline, feedback buffer, output encoding: `shaders.md`
- Complete scene examples: `examples.md`
- Input sources (audio analysis, video, TTS): `inputs.md`
- Performance tuning, hardware detection: `optimization.md`
- Common bugs (broadcasting, font, encoding): `troubleshooting.md`
> **See also:** composition.md · effects.md · scenes.md · shaders.md · inputs.md · optimization.md · troubleshooting.md
## Grid System

View file

@ -2,13 +2,7 @@
The composable system is the core of visual complexity. It operates at three levels: pixel-level blend modes, multi-grid composition, and adaptive brightness management. This document covers all three, plus the masking/stencil system for spatial control.
**Cross-references:**
- Grid system, palettes, color (HSV + OKLAB): `architecture.md`
- Effect building blocks (value fields, hue fields, particles): `effects.md`
- Scene protocol, render_clip, SCENES table: `scenes.md`
- Shader pipeline, feedback buffer: `shaders.md`
- Complete scene examples with blend/mask usage: `examples.md`
- Blend mode pitfalls (overlay crush, division by zero): `troubleshooting.md`
> **See also:** architecture.md · effects.md · scenes.md · shaders.md · troubleshooting.md
## Pixel-Level Blend Modes

View file

@ -1,193 +0,0 @@
# Scene Design Patterns
**Cross-references:**
- Scene protocol, SCENES table: `scenes.md`
- Blend modes, multi-grid composition, tonemap: `composition.md`
- Effect building blocks (value fields, noise, SDFs): `effects.md`
- Shader pipeline, feedback buffer: `shaders.md`
- Complete scene examples: `examples.md`
Higher-order patterns for composing scenes that feel intentional rather than random. These patterns use the existing building blocks (value fields, blend modes, shaders, feedback) but organize them with compositional intent.
## Layer Hierarchy
Every scene should have clear visual layers with distinct roles:
| Layer | Grid | Brightness | Purpose |
|-------|------|-----------|---------|
| **Background** | xs or sm (dense) | 0.10.25 | Atmosphere, texture. Never competes with content. |
| **Content** | md (balanced) | 0.40.8 | The main visual idea. Carries the scene's concept. |
| **Accent** | lg or sm (sparse) | 0.51.0 (sparse coverage) | Highlights, punctuation, sparse bright points. |
The background sets mood. The content layer is what the scene *is about*. The accent adds visual interest without overwhelming.
```python
def fx_example(r, f, t, S):
local = t
progress = min(local / 5.0, 1.0)
g_bg = r.get_grid("sm")
g_main = r.get_grid("md")
g_accent = r.get_grid("lg")
# --- Background: dim atmosphere ---
bg_val = vf_smooth_noise(g_bg, f, t * 0.3, S, octaves=2, bri=0.15)
# ... render bg to canvas
# --- Content: the main visual idea ---
content_val = vf_spiral(g_main, f, t, S, n_arms=n_arms, tightness=tightness)
# ... render content on top of canvas
# --- Accent: sparse highlights ---
accent_val = vf_noise_static(g_accent, f, t, S, density=0.05)
# ... render accent on top
return canvas
```
## Directional Parameter Arcs
Parameters should *go somewhere* over the scene's duration — not oscillate aimlessly with `sin(t * N)`.
**Bad:** `twist = 3.0 + 2.0 * math.sin(t * 0.6)` — wobbles back and forth, feels aimless.
**Good:** `twist = 2.0 + progress * 5.0` — starts gentle, ends intense. The scene *builds*.
Use `progress = min(local / duration, 1.0)` (0→1 over the scene) to drive directional change:
| Pattern | Formula | Feel |
|---------|---------|------|
| Linear ramp | `progress * range` | Steady buildup |
| Ease-out | `1 - (1 - progress) ** 2` | Fast start, gentle finish |
| Ease-in | `progress ** 2` | Slow start, accelerating |
| Step reveal | `np.clip((progress - 0.5) / 0.25, 0, 1)` | Nothing until 50%, then fades in |
| Build + plateau | `min(1.0, progress * 1.5)` | Reaches full at 67%, holds |
Oscillation is fine for *secondary* parameters (saturation shimmer, hue drift). But the *defining* parameter of the scene should have a direction.
### Examples of Directional Arcs
| Scene concept | Parameter | Arc |
|--------------|-----------|-----|
| Emergence | Ring radius | 0 → max (ease-out) |
| Shatter | Voronoi cell count | 8 → 38 (linear) |
| Descent | Tunnel speed | 2.0 → 10.0 (linear) |
| Mandala | Shape complexity | ring → +polygon → +star → +rosette (step reveals) |
| Crescendo | Layer count | 1 → 7 (staggered entry) |
| Entropy | Geometry visibility | 1.0 → 0.0 (consumed) |
## Scene Concepts
Each scene should be built around a *visual idea*, not an effect name.
**Bad:** "fx_plasma_cascade" — named after the effect. No concept.
**Good:** "fx_emergence" — a point of light expands into a field. The name tells you *what happens*.
Good scene concepts have:
1. A **visual metaphor** (emergence, descent, collision, entropy)
2. A **directional arc** (things change from A to B, not oscillate)
3. **Motivated layer choices** (each layer serves the concept)
4. **Motivated feedback** (transform direction matches the metaphor)
| Concept | Metaphor | Feedback transform | Why |
|---------|----------|-------------------|-----|
| Emergence | Birth, expansion | zoom-out | Past frames expand outward |
| Descent | Falling, acceleration | zoom-in | Past frames rush toward center |
| Inferno | Rising fire | shift-up | Past frames rise with the flames |
| Entropy | Decay, dissolution | none | Clean, no persistence — things disappear |
| Crescendo | Accumulation | zoom + hue_shift | Everything compounds and shifts |
## Compositional Techniques
### Counter-Rotating Dual Systems
Two instances of the same effect rotating in opposite directions create visual interference:
```python
# Primary spiral (clockwise)
s1_val = vf_spiral(g_main, f, t * 1.5, S, n_arms=n_arms_1, tightness=tightness_1)
# Counter-rotating spiral (counter-clockwise via negative time)
s2_val = vf_spiral(g_accent, f, -t * 1.2, S, n_arms=n_arms_2, tightness=tightness_2)
# Screen blend creates bright interference at crossing points
canvas = blend_canvas(canvas_with_s1, c2, "screen", 0.7)
```
Works with spirals, vortexes, rings. The counter-rotation creates constantly shifting interference patterns.
### Wave Collision
Two wave fronts converging from opposite sides, meeting at a collision point:
```python
collision_phase = abs(progress - 0.5) * 2 # 1→0→1 (0 at collision)
# Wave A approaches from left
offset_a = (1 - progress) * g.cols * 0.4
wave_a = np.sin((g.cc + offset_a) * 0.08 + t * 2) * 0.5 + 0.5
# Wave B approaches from right
offset_b = -(1 - progress) * g.cols * 0.4
wave_b = np.sin((g.cc + offset_b) * 0.08 - t * 2) * 0.5 + 0.5
# Interference peaks at collision
combined = wave_a * 0.5 + wave_b * 0.5 + np.abs(wave_a - wave_b) * (1 - collision_phase) * 0.5
```
### Progressive Fragmentation
Voronoi with cell count increasing over time — visual shattering:
```python
n_pts = int(8 + progress * 30) # 8 cells → 38 cells
# Pre-generate enough points, slice to n_pts
px = base_x[:n_pts] + np.sin(t * 0.3 + np.arange(n_pts) * 0.7) * (3 + progress * 3)
```
The edge glow width can also increase with progress to emphasize the cracks.
### Entropy / Consumption
A clean geometric pattern being overtaken by an organic process:
```python
# Geometry fades out
geo_val = clean_pattern * max(0.05, 1.0 - progress * 0.9)
# Organic process grows in
rd_val = vf_reaction_diffusion(g, f, t, S) * min(1.0, progress * 1.5)
# Render geometry first, organic on top — organic consumes geometry
```
### Staggered Layer Entry (Crescendo)
Layers enter one at a time, building to overwhelming density:
```python
def layer_strength(enter_t, ramp=1.5):
"""0.0 until enter_t, ramps to 1.0 over ramp seconds."""
return max(0.0, min(1.0, (local - enter_t) / ramp))
# Layer 1: always present
s1 = layer_strength(0.0)
# Layer 2: enters at 2s
s2 = layer_strength(2.0)
# Layer 3: enters at 4s
s3 = layer_strength(4.0)
# ... etc
# Each layer uses a different effect, grid, palette, and blend mode
# Screen blend between layers so they accumulate light
```
For a 15-second crescendo, 7 layers entering every 2 seconds works well. Use different blend modes (screen for most, add for energy, colordodge for the final wash).
## Scene Ordering
For a multi-scene reel or video:
- **Vary mood between adjacent scenes** — don't put two calm scenes next to each other
- **Randomize order** rather than grouping by type — prevents "effect demo" feel
- **End on the strongest scene** — crescendo or something with a clear payoff
- **Open with energy** — grab attention in the first 2 seconds

View file

@ -2,13 +2,7 @@
Effect building blocks that produce visual patterns. In v2, these are used **inside scene functions** that return a pixel canvas directly. The building blocks below operate on grid coordinate arrays and produce `(chars, colors)` or value/hue fields that the scene function renders to canvas via `_render_vf()`.
**Cross-references:**
- Grid system, palettes, color: `architecture.md`
- `_render_vf()`, blend modes, tonemap, masking: `composition.md`
- Scene protocol, render_clip, SCENES table: `scenes.md`
- Shader pipeline, feedback buffer: `shaders.md`
- Complete scene examples using these effects: `examples.md`
- Common bugs (broadcasting, clipping): `troubleshooting.md`
> **See also:** architecture.md · composition.md · scenes.md · shaders.md · troubleshooting.md
## Design Philosophy
@ -109,142 +103,7 @@ def bg_cellular(g, f, t, n_centers=12, hue=0.5, bri=0.6, pal=PAL_BLOCKS):
---
## Radial Effects
### Concentric Rings
Bass/sub-driven pulsing rings from center. Scale ring count and thickness with bass energy.
```python
def eff_rings(g, f, t, hue=0.5, n_base=6, pal=PAL_DEFAULT):
n_rings = int(n_base + f["sub_r"] * 25 + f["bass"] * 10)
spacing = 2 + f["bass_r"] * 7 + f["rms"] * 3
ring_cv = np.zeros((g.rows, g.cols), dtype=np.float32)
for ri in range(n_rings):
rad = (ri+1) * spacing + f["bdecay"] * 15
wobble = f["mid_r"]*5*np.sin(g.angle*3 + t*4) + f["hi_r"]*3*np.sin(g.angle*7 - t*6)
rd = np.abs(g.dist - rad - wobble)
th = 1 + f["sub"] * 3
ring_cv = np.maximum(ring_cv, np.clip((1 - rd/th) * (0.4 + f["bass"]*0.8), 0, 1))
# Color by angle + distance for rainbow rings
h = g.angle/(2*np.pi) + g.dist*0.005 + f["sub_r"]*0.2
return ring_cv, h
```
### Radial Rays
```python
def eff_rays(g, f, t, n_base=8, hue=0.5):
n_rays = int(n_base + f["hi_r"] * 25)
ray = np.clip(np.cos(g.angle*n_rays + t*3) * f["bdecay"]*0.6 * (1-g.dist_n), 0, 0.7)
return ray
```
### Spiral Arms (Logarithmic)
```python
def eff_spiral(g, f, t, n_arms=3, tightness=2.5, hue=0.5):
arm_cv = np.zeros((g.rows, g.cols), dtype=np.float32)
for ai in range(n_arms):
offset = ai * 2*np.pi / n_arms
log_r = np.log(g.dist + 1) * tightness
arm_phase = g.angle + offset - log_r + t * 0.8
arm_val = np.clip(np.cos(arm_phase * n_arms) * 0.6 + 0.2, 0, 1)
arm_val *= (0.4 + f["rms"]*0.6) * np.clip(1 - g.dist_n*0.5, 0.2, 1)
arm_cv = np.maximum(arm_cv, arm_val)
return arm_cv
```
### Center Glow / Pulse
```python
def eff_glow(g, f, t, intensity=0.6, spread=2.0):
return np.clip(intensity * np.exp(-g.dist_n * spread) * (0.5 + f["rms"]*2 + np.sin(t*1.2)*0.2), 0, 0.9)
```
### Tunnel / Depth
```python
def eff_tunnel(g, f, t, speed=3.0, complexity=6):
tunnel_d = 1.0 / (g.dist_n + 0.1)
v1 = np.sin(tunnel_d*2 - t*speed) * 0.45 + 0.55
v2 = np.sin(g.angle*complexity + tunnel_d*1.5 - t*2) * 0.35 + 0.55
return v1 * 0.5 + v2 * 0.5
```
### Vortex (Rotating Distortion)
```python
def eff_vortex(g, f, t, twist=3.0, pulse=True):
"""Twisting radial pattern -- distance modulates angle."""
twisted = g.angle + g.dist_n * twist * np.sin(t * 0.5)
val = np.sin(twisted * 4 - t * 2) * 0.5 + 0.5
if pulse:
val *= 0.5 + f.get("bass", 0.3) * 0.8
return np.clip(val, 0, 1)
```
---
## Wave Effects
### Multi-Band Frequency Waves
Each frequency band draws its own wave at different spatial/temporal frequencies:
```python
def eff_freq_waves(g, f, t, bands=None):
if bands is None:
bands = [("sub",0.06,1.2,0.0), ("bass",0.10,2.0,0.08), ("lomid",0.15,3.0,0.16),
("mid",0.22,4.5,0.25), ("himid",0.32,6.5,0.4), ("hi",0.45,8.5,0.55)]
mid = g.rows / 2.0
composite = np.zeros((g.rows, g.cols), dtype=np.float32)
for band_key, sf, tf, hue_base in bands:
amp = f.get(band_key, 0.3) * g.rows * 0.4
y_wave = mid - np.sin(g.cc*sf + t*tf) * amp
y_wave += np.sin(g.cc*sf*2.3 + t*tf*1.7) * amp * 0.2 # harmonic
dist = np.abs(g.rr - y_wave)
thickness = 2 + f.get(band_key, 0.3) * 5
intensity = np.clip((1 - dist/thickness) * f.get(band_key, 0.3) * 1.5, 0, 1)
composite = np.maximum(composite, intensity)
return composite
```
### Interference Pattern
6-8 overlapping sine waves creating moire-like patterns:
```python
def eff_interference(g, f, t, n_waves=5):
"""Parametric interference -- vary n_waves for complexity."""
# Each wave has different orientation, frequency, and feature driver
drivers = ["mid_r", "himid_r", "bass_r", "lomid_r", "hi_r"]
vals = np.zeros((g.rows, g.cols), dtype=np.float32)
for i in range(min(n_waves, len(drivers))):
angle = i * np.pi / n_waves # spread orientations
freq = 0.06 + i * 0.03
sp = 0.5 + i * 0.3
proj = g.cc * np.cos(angle) + g.rr * np.sin(angle)
vals += np.sin(proj * freq + t * sp) * f.get(drivers[i], 0.3) * 2.5
return np.clip(vals * 0.12 + 0.45, 0.1, 1)
```
### Aurora / Horizontal Bands
```python
def eff_aurora(g, f, t, hue=0.4, n_bands=3):
val = np.zeros((g.rows, g.cols), dtype=np.float32)
for i in range(n_bands):
freq_r = 0.08 + i * 0.04
freq_c = 0.012 + i * 0.008
sp_r = 0.7 + i * 0.3
sp_c = 0.18 + i * 0.12
val += np.sin(g.rr*freq_r + t*sp_r) * np.sin(g.cc*freq_c + t*sp_c) * (0.6 / n_bands)
return np.clip(val * (f.get("lomid_r", 0.3)*3 + 0.2), 0, 0.7)
```
### Ripple (Point-Source Waves)
```python
def eff_ripple(g, f, t, sources=None, freq=0.3, damping=0.02):
"""Concentric ripples from point sources. Sources = [(row_frac, col_frac), ...]"""
if sources is None:
sources = [(0.5, 0.5)] # center
val = np.zeros((g.rows, g.cols), dtype=np.float32)
for ry, rx in sources:
dy = g.rr - g.rows * ry
dx = g.cc - g.cols * rx
d = np.sqrt(dy**2 + dx**2)
val += np.sin(d * freq - t * 4) * np.exp(-d * damping) * 0.5
return np.clip(val + 0.5, 0, 1)
```
> **Note:** The v1 `eff_rings`, `eff_rays`, `eff_spiral`, `eff_glow`, `eff_tunnel`, `eff_vortex`, `eff_freq_waves`, `eff_interference`, `eff_aurora`, and `eff_ripple` functions are superseded by the `vf_*` value field generators below (used via `_render_vf()`). The `vf_*` versions integrate with the multi-grid composition pipeline and are preferred for all new scenes.
---
@ -1967,3 +1826,40 @@ def scene_complex(r, f, t, S):
```
Vary the **value field combo**, **hue field**, **palette**, **blend modes**, **feedback config**, and **shader chain** per section for maximum visual variety. With 12 value fields × 8 hue fields × 14 palettes × 20 blend modes × 7 feedback transforms × 38 shaders, the combinations are effectively infinite.
---
## Combining Effects — Creative Guide
The catalog above is vocabulary. Here's how to compose it into something that looks intentional.
### Layering for Depth
Every scene should have at least two layers at different grid densities:
- **Background** (sm or xs): dense, dim texture that prevents flat black. fBM, smooth noise, or domain warp at low brightness (bri=0.15-0.25).
- **Content** (md): the main visual — rings, voronoi, spirals, tunnel. Full brightness.
- **Accent** (lg or xl): sparse highlights — particles, text stencil, glow pulse. Screen-blended on top.
### Interesting Effect Pairs
| Pair | Blend | Why it works |
|------|-------|-------------|
| fBM + voronoi edges | `screen` | Organic fills the cells, edges add structure |
| Domain warp + plasma | `difference` | Psychedelic organic interference |
| Tunnel + vortex | `screen` | Depth perspective + rotational energy |
| Spiral + interference | `exclusion` | Moire patterns from different spatial frequencies |
| Reaction-diffusion + fire | `add` | Living organic base + dynamic foreground |
| SDF geometry + domain warp | `screen` | Clean shapes floating in organic texture |
### Effects as Masks
Any value field can be used as a mask for another effect via `mask_from_vf()`:
- Voronoi cells masking fire (fire visible only inside cells)
- fBM masking a solid color layer (organic color clouds)
- SDF shapes masking a reaction-diffusion field
- Animated iris/wipe revealing one effect over another
### Inventing New Effects
For every project, create at least one effect that isn't in the catalog:
- **Combine two vf_* functions** with math: `np.clip(vf_fbm(...) * vf_rings(...), 0, 1)`
- **Apply coordinate transforms** before evaluation: `vf_plasma(twisted_grid, ...)`
- **Use one field to modulate another's parameters**: `vf_spiral(..., tightness=2 + vf_fbm(...) * 5)`
- **Stack time offsets**: render the same field at `t` and `t - 0.5`, difference-blend for motion trails
- **Mirror a value field** through an SDF boundary for kaleidoscopic geometry

View file

@ -1,416 +0,0 @@
# Scene Examples
**Cross-references:**
- Grid system, palettes, color (HSV + OKLAB): `architecture.md`
- Effect building blocks (value fields, noise, SDFs, particles): `effects.md`
- `_render_vf()`, blend modes, tonemap, masking: `composition.md`
- Scene protocol, render_clip, SCENES table: `scenes.md`
- Shader pipeline, feedback buffer, ShaderChain: `shaders.md`
- Input sources (audio features, video features): `inputs.md`
- Performance tuning: `optimization.md`
- Common bugs: `troubleshooting.md`
Copy-paste-ready scene functions at increasing complexity. Each is a complete, working v2 scene function that returns a pixel canvas. See `scenes.md` for the scene protocol and `composition.md` for blend modes and tonemap.
---
## Minimal — Single Grid, Single Effect
### Breathing Plasma
One grid, one value field, one hue field. The simplest possible scene.
```python
def fx_breathing_plasma(r, f, t, S):
"""Plasma field with time-cycling hue. Audio modulates brightness."""
canvas = _render_vf(r, "md",
lambda g, f, t, S: vf_plasma(g, f, t, S) * 1.3,
hf_time_cycle(0.08), PAL_DENSE, f, t, S, sat=0.8)
return canvas
```
### Reaction-Diffusion Coral
Single grid, simulation-based field. Evolves organically over time.
```python
def fx_coral(r, f, t, S):
"""Gray-Scott reaction-diffusion — coral branching pattern.
Slow-evolving, organic. Best for ambient/chill sections."""
canvas = _render_vf(r, "sm",
lambda g, f, t, S: vf_reaction_diffusion(g, f, t, S,
feed=0.037, kill=0.060, steps_per_frame=6, init_mode="center"),
hf_distance(0.55, 0.015), PAL_DOTS, f, t, S, sat=0.7)
return canvas
```
### SDF Geometry
Geometric shapes from SDFs. Clean, precise, graphic.
```python
def fx_sdf_rings(r, f, t, S):
"""Concentric SDF rings with smooth pulsing."""
def val_fn(g, f, t, S):
d1 = sdf_ring(g, radius=0.15 + f.get("bass", 0.3) * 0.05, thickness=0.015)
d2 = sdf_ring(g, radius=0.25 + f.get("mid", 0.3) * 0.05, thickness=0.012)
d3 = sdf_ring(g, radius=0.35 + f.get("hi", 0.3) * 0.04, thickness=0.010)
combined = sdf_smooth_union(sdf_smooth_union(d1, d2, 0.05), d3, 0.05)
return sdf_glow(combined, falloff=0.08) * (0.5 + f.get("rms", 0.3) * 0.8)
canvas = _render_vf(r, "md", val_fn, hf_angle(0.0), PAL_STARS, f, t, S, sat=0.85)
return canvas
```
---
## Standard — Two Grids + Blend
### Tunnel Through Noise
Two grids at different densities, screen blended. The fine noise texture shows through the coarser tunnel characters.
```python
def fx_tunnel_noise(r, f, t, S):
"""Tunnel depth on md grid + fBM noise on sm grid, screen blended."""
canvas_a = _render_vf(r, "md",
lambda g, f, t, S: vf_tunnel(g, f, t, S, speed=4.0, complexity=8) * 1.2,
hf_distance(0.5, 0.02), PAL_BLOCKS, f, t, S, sat=0.7)
canvas_b = _render_vf(r, "sm",
lambda g, f, t, S: vf_fbm(g, f, t, S, octaves=4, freq=0.05, speed=0.15) * 1.3,
hf_time_cycle(0.06), PAL_RUNE, f, t, S, sat=0.6)
return blend_canvas(canvas_a, canvas_b, "screen", 0.7)
```
### Voronoi Cells + Spiral Overlay
Voronoi cell edges with a spiral arm pattern overlaid.
```python
def fx_voronoi_spiral(r, f, t, S):
"""Voronoi edge detection on md + logarithmic spiral on lg."""
canvas_a = _render_vf(r, "md",
lambda g, f, t, S: vf_voronoi(g, f, t, S,
n_cells=15, mode="edge", edge_width=2.0, speed=0.4),
hf_angle(0.2), PAL_CIRCUIT, f, t, S, sat=0.75)
canvas_b = _render_vf(r, "lg",
lambda g, f, t, S: vf_spiral(g, f, t, S, n_arms=4, tightness=3.0) * 1.2,
hf_distance(0.1, 0.03), PAL_BLOCKS, f, t, S, sat=0.9)
return blend_canvas(canvas_a, canvas_b, "exclusion", 0.6)
```
### Domain-Warped fBM
Two layers of the same fBM, one domain-warped, difference-blended for psychedelic organic texture.
```python
def fx_organic_warp(r, f, t, S):
"""Clean fBM vs domain-warped fBM, difference blended."""
canvas_a = _render_vf(r, "sm",
lambda g, f, t, S: vf_fbm(g, f, t, S, octaves=5, freq=0.04, speed=0.1),
hf_plasma(0.2), PAL_DENSE, f, t, S, sat=0.6)
canvas_b = _render_vf(r, "md",
lambda g, f, t, S: vf_domain_warp(g, f, t, S,
warp_strength=20.0, freq=0.05, speed=0.15),
hf_time_cycle(0.05), PAL_BRAILLE, f, t, S, sat=0.7)
return blend_canvas(canvas_a, canvas_b, "difference", 0.7)
```
---
## Complex — Three Grids + Conditional + Feedback
### Psychedelic Cathedral
Three-grid composition with beat-triggered kaleidoscope and feedback zoom tunnel. The most visually complex pattern.
```python
def fx_cathedral(r, f, t, S):
"""Three-layer cathedral: interference + rings + noise, kaleidoscope on beat,
feedback zoom tunnel."""
# Layer 1: interference pattern on sm grid
canvas_a = _render_vf(r, "sm",
lambda g, f, t, S: vf_interference(g, f, t, S, n_waves=7) * 1.3,
hf_angle(0.0), PAL_MATH, f, t, S, sat=0.8)
# Layer 2: pulsing rings on md grid
canvas_b = _render_vf(r, "md",
lambda g, f, t, S: vf_rings(g, f, t, S, n_base=10, spacing_base=3) * 1.4,
hf_distance(0.3, 0.02), PAL_STARS, f, t, S, sat=0.9)
# Layer 3: temporal noise on lg grid (slow morph)
canvas_c = _render_vf(r, "lg",
lambda g, f, t, S: vf_temporal_noise(g, f, t, S,
freq=0.04, t_freq=0.2, octaves=3),
hf_time_cycle(0.12), PAL_BLOCKS, f, t, S, sat=0.7)
# Blend: A screen B, then difference with C
result = blend_canvas(canvas_a, canvas_b, "screen", 0.8)
result = blend_canvas(result, canvas_c, "difference", 0.5)
# Beat-triggered kaleidoscope
if f.get("bdecay", 0) > 0.3:
folds = 6 if f.get("sub_r", 0.3) > 0.4 else 8
result = sh_kaleidoscope(result.copy(), folds=folds)
return result
# Scene table entry with feedback:
# {"start": 30.0, "end": 50.0, "name": "cathedral", "fx": fx_cathedral,
# "gamma": 0.65, "shaders": [("bloom", {"thr": 110}), ("chromatic", {"amt": 4}),
# ("vignette", {"s": 0.2}), ("grain", {"amt": 8})],
# "feedback": {"decay": 0.75, "blend": "screen", "opacity": 0.35,
# "transform": "zoom", "transform_amt": 0.012, "hue_shift": 0.015}}
```
### Masked Reaction-Diffusion with Attractor Overlay
Reaction-diffusion visible only through an animated iris mask, with a strange attractor density field underneath.
```python
def fx_masked_life(r, f, t, S):
"""Attractor base + reaction-diffusion visible through iris mask + particles."""
g_sm = r.get_grid("sm")
g_md = r.get_grid("md")
# Layer 1: strange attractor density field (background)
canvas_bg = _render_vf(r, "sm",
lambda g, f, t, S: vf_strange_attractor(g, f, t, S,
attractor="clifford", n_points=30000),
hf_time_cycle(0.04), PAL_DOTS, f, t, S, sat=0.5)
# Layer 2: reaction-diffusion (foreground, will be masked)
canvas_rd = _render_vf(r, "md",
lambda g, f, t, S: vf_reaction_diffusion(g, f, t, S,
feed=0.046, kill=0.063, steps_per_frame=4, init_mode="ring"),
hf_angle(0.15), PAL_HALFFILL, f, t, S, sat=0.85)
# Animated iris mask — opens over first 5 seconds of scene
scene_start = S.get("_scene_start", t)
if "_scene_start" not in S:
S["_scene_start"] = t
mask = mask_iris(g_md, t, scene_start, scene_start + 5.0,
max_radius=0.6)
canvas_rd = apply_mask_canvas(canvas_rd, mask, bg_canvas=canvas_bg)
# Layer 3: flow-field particles following the R-D gradient
rd_field = vf_reaction_diffusion(g_sm, f, t, S,
feed=0.046, kill=0.063, steps_per_frame=0) # read without stepping
ch_p, co_p = update_flow_particles(S, g_sm, f, rd_field,
n=300, speed=0.8, char_set=list("·•◦∘°"))
canvas_p = g_sm.render(ch_p, co_p)
result = blend_canvas(canvas_rd, canvas_p, "add", 0.7)
return result
```
### Morphing Field Sequence with Eased Keyframes
Demonstrates temporal coherence: smooth morphing between effects with keyframed parameters.
```python
def fx_morphing_journey(r, f, t, S):
"""Morphs through 4 value fields over 20 seconds with eased transitions.
Parameters (twist, arm count) also keyframed."""
# Keyframed twist parameter
twist = keyframe(t, [(0, 1.0), (5, 5.0), (10, 2.0), (15, 8.0), (20, 1.0)],
ease_fn=ease_in_out_cubic, loop=True)
# Sequence of value fields with 2s crossfade
fields = [
lambda g, f, t, S: vf_plasma(g, f, t, S),
lambda g, f, t, S: vf_vortex(g, f, t, S, twist=twist),
lambda g, f, t, S: vf_fbm(g, f, t, S, octaves=5, freq=0.04),
lambda g, f, t, S: vf_domain_warp(g, f, t, S, warp_strength=15),
]
durations = [5.0, 5.0, 5.0, 5.0]
val_fn = lambda g, f, t, S: vf_sequence(g, f, t, S, fields, durations,
crossfade=2.0)
# Render with slowly rotating hue
canvas = _render_vf(r, "md", val_fn, hf_time_cycle(0.06),
PAL_DENSE, f, t, S, sat=0.8)
# Second layer: tiled version of same sequence at smaller grid
tiled_fn = lambda g, f, t, S: vf_sequence(
make_tgrid(g, *uv_tile(g, 3, 3, mirror=True)),
f, t, S, fields, durations, crossfade=2.0)
canvas_b = _render_vf(r, "sm", tiled_fn, hf_angle(0.1),
PAL_RUNE, f, t, S, sat=0.6)
return blend_canvas(canvas, canvas_b, "screen", 0.5)
```
---
## Specialized — Unique State Patterns
### Game of Life with Ghost Trails
Cellular automaton with analog fade trails. Beat injects random cells.
```python
def fx_life(r, f, t, S):
"""Conway's Game of Life with fading ghost trails.
Beat events inject random live cells for disruption."""
canvas = _render_vf(r, "sm",
lambda g, f, t, S: vf_game_of_life(g, f, t, S,
rule="life", steps_per_frame=1, fade=0.92, density=0.25),
hf_fixed(0.33), PAL_BLOCKS, f, t, S, sat=0.8)
# Overlay: coral automaton on lg grid for chunky texture
canvas_b = _render_vf(r, "lg",
lambda g, f, t, S: vf_game_of_life(g, f, t, S,
rule="coral", steps_per_frame=1, fade=0.85, density=0.15, seed=99),
hf_time_cycle(0.1), PAL_HATCH, f, t, S, sat=0.6)
return blend_canvas(canvas, canvas_b, "screen", 0.5)
```
### Boids Flock Over Voronoi
Emergent swarm movement over a cellular background.
```python
def fx_boid_swarm(r, f, t, S):
"""Flocking boids over animated voronoi cells."""
# Background: voronoi cells
canvas_bg = _render_vf(r, "md",
lambda g, f, t, S: vf_voronoi(g, f, t, S,
n_cells=20, mode="distance", speed=0.2),
hf_distance(0.4, 0.02), PAL_CIRCUIT, f, t, S, sat=0.5)
# Foreground: boids
g = r.get_grid("md")
ch_b, co_b = update_boids(S, g, f, n_boids=150, perception=6.0,
max_speed=1.5, char_set=list("▸▹►▻→⟶"))
canvas_boids = g.render(ch_b, co_b)
# Trails for the boids
# (boid positions are stored in S["boid_x"], S["boid_y"])
S["px"] = list(S.get("boid_x", []))
S["py"] = list(S.get("boid_y", []))
ch_t, co_t = draw_particle_trails(S, g, max_trail=6, fade=0.6)
canvas_trails = g.render(ch_t, co_t)
result = blend_canvas(canvas_bg, canvas_trails, "add", 0.3)
result = blend_canvas(result, canvas_boids, "add", 0.9)
return result
```
### Fire Rising Through SDF Text Stencil
Fire effect visible only through text letterforms.
```python
def fx_fire_text(r, f, t, S):
"""Fire columns visible through text stencil. Text acts as window."""
g = r.get_grid("lg")
# Full-screen fire (will be masked)
canvas_fire = _render_vf(r, "sm",
lambda g, f, t, S: np.clip(
vf_fbm(g, f, t, S, octaves=4, freq=0.08, speed=0.8) *
(1.0 - g.rr / g.rows) * # fade toward top
(0.6 + f.get("bass", 0.3) * 0.8), 0, 1),
hf_fixed(0.05), PAL_BLOCKS, f, t, S, sat=0.9) # fire hue
# Background: dark domain warp
canvas_bg = _render_vf(r, "md",
lambda g, f, t, S: vf_domain_warp(g, f, t, S,
warp_strength=8, freq=0.03, speed=0.05) * 0.3,
hf_fixed(0.6), PAL_DENSE, f, t, S, sat=0.4)
# Text stencil mask
mask = mask_text(g, "FIRE", row_frac=0.45)
# Expand vertically for multi-row coverage
for offset in range(-2, 3):
shifted = mask_text(g, "FIRE", row_frac=0.45 + offset / g.rows)
mask = mask_union(mask, shifted)
canvas_masked = apply_mask_canvas(canvas_fire, mask, bg_canvas=canvas_bg)
return canvas_masked
```
### Portrait Mode: Vertical Rain + Quote
Optimized for 9:16. Uses vertical space for long rain trails and stacked text.
```python
def fx_portrait_rain_quote(r, f, t, S):
"""Portrait-optimized: matrix rain (long vertical trails) with stacked quote.
Designed for 1080x1920 (9:16)."""
g = r.get_grid("md") # ~112x100 in portrait
# Matrix rain — long trails benefit from portrait's extra rows
ch, co, S = eff_matrix_rain(g, f, t, S,
hue=0.33, bri=0.6, pal=PAL_KATA, speed_base=0.4, speed_beat=2.5)
canvas_rain = g.render(ch, co)
# Tunnel depth underneath for texture
canvas_tunnel = _render_vf(r, "sm",
lambda g, f, t, S: vf_tunnel(g, f, t, S, speed=3.0, complexity=6) * 0.8,
hf_fixed(0.33), PAL_BLOCKS, f, t, S, sat=0.5)
result = blend_canvas(canvas_tunnel, canvas_rain, "screen", 0.8)
# Quote text — portrait layout: short lines, many of them
g_text = r.get_grid("lg") # ~90x80 in portrait
quote_lines = layout_text_portrait(
"The code is the art and the art is the code",
max_chars_per_line=20)
# Center vertically
block_start = (g_text.rows - len(quote_lines)) // 2
ch_t = np.full((g_text.rows, g_text.cols), " ", dtype="U1")
co_t = np.zeros((g_text.rows, g_text.cols, 3), dtype=np.uint8)
total_chars = sum(len(l) for l in quote_lines)
progress = min(1.0, (t - S.get("_scene_start", t)) / 3.0)
if "_scene_start" not in S: S["_scene_start"] = t
render_typewriter(ch_t, co_t, quote_lines, block_start, g_text.cols,
progress, total_chars, (200, 255, 220), t)
canvas_text = g_text.render(ch_t, co_t)
result = blend_canvas(result, canvas_text, "add", 0.9)
return result
```
---
## Scene Table Template
Wire scenes into a complete video:
```python
SCENES = [
{"start": 0.0, "end": 5.0, "name": "coral",
"fx": fx_coral, "grid": "sm", "gamma": 0.70,
"shaders": [("bloom", {"thr": 110}), ("vignette", {"s": 0.2})],
"feedback": {"decay": 0.8, "blend": "screen", "opacity": 0.3,
"transform": "zoom", "transform_amt": 0.01}},
{"start": 5.0, "end": 15.0, "name": "tunnel_noise",
"fx": fx_tunnel_noise, "grid": "md", "gamma": 0.75,
"shaders": [("chromatic", {"amt": 3}), ("bloom", {"thr": 120}),
("scanlines", {"intensity": 0.06}), ("grain", {"amt": 8})],
"feedback": None},
{"start": 15.0, "end": 35.0, "name": "cathedral",
"fx": fx_cathedral, "grid": "sm", "gamma": 0.65,
"shaders": [("bloom", {"thr": 100}), ("chromatic", {"amt": 5}),
("color_wobble", {"amt": 0.2}), ("vignette", {"s": 0.18})],
"feedback": {"decay": 0.75, "blend": "screen", "opacity": 0.35,
"transform": "zoom", "transform_amt": 0.012, "hue_shift": 0.015}},
{"start": 35.0, "end": 50.0, "name": "morphing",
"fx": fx_morphing_journey, "grid": "md", "gamma": 0.70,
"shaders": [("bloom", {"thr": 110}), ("grain", {"amt": 6})],
"feedback": {"decay": 0.7, "blend": "screen", "opacity": 0.25,
"transform": "rotate_cw", "transform_amt": 0.003}},
]
```

View file

@ -1,13 +1,6 @@
# Input Sources
**Cross-references:**
- Grid system, resolution presets: `architecture.md`
- Effect building blocks (audio-reactive modulation): `effects.md`
- Scene protocol, SCENES table (feature routing): `scenes.md`
- Shader pipeline, output encoding: `shaders.md`
- Performance tuning (audio chunking, WAV caching): `optimization.md`
- Common bugs (sample rate, dtype, silence handling): `troubleshooting.md`
- Complete scene examples with feature usage: `examples.md`
> **See also:** architecture.md · effects.md · scenes.md · shaders.md · optimization.md · troubleshooting.md
## Audio Analysis

View file

@ -1,14 +1,6 @@
# Optimization Reference
**Cross-references:**
- Grid system, resolution presets, portrait GridLayer: `architecture.md`
- Effect building blocks (pre-computation strategies): `effects.md`
- `_render_vf()`, tonemap (subsampled percentile): `composition.md`
- Scene protocol, render_clip: `scenes.md`
- Shader pipeline, encoding (ffmpeg flags): `shaders.md`
- Input sources (audio chunking, WAV extraction): `inputs.md`
- Common bugs (memory, OOM, frame drops): `troubleshooting.md`
- Complete scene examples: `examples.md`
> **See also:** architecture.md · composition.md · scenes.md · shaders.md · inputs.md · troubleshooting.md
## Hardware Detection

View file

@ -1,18 +1,214 @@
# Scene System Reference
# Scene System & Creative Composition
**Cross-references:**
- Grid system, palettes, color (HSV + OKLAB): `architecture.md`
- Effect building blocks (value fields, noise, SDFs, particles): `effects.md`
- `_render_vf()`, blend modes, tonemap, masking: `composition.md`
- Shader pipeline, feedback buffer, ShaderChain: `shaders.md`
- Complete scene examples at every complexity level: `examples.md`
- Input sources (audio features, video features): `inputs.md`
- Performance tuning, portrait CLI: `optimization.md`
- Common bugs (state leaks, frame drops): `troubleshooting.md`
> **See also:** architecture.md · composition.md · effects.md · shaders.md
## Scene Design Philosophy
Scenes are storytelling units, not effect demos. Every scene needs:
- A **concept** — what is happening visually? Not "plasma + rings" but "emergence from void" or "crystallization"
- An **arc** — how does it change over its duration? Build, decay, transform, reveal?
- A **role** — how does it serve the larger video narrative? Opening tension, peak energy, resolution?
The design patterns below provide compositional techniques. The scene examples show them in practice at increasing complexity. The protocol section covers the technical contract.
Good scene design starts with the concept, then selects effects and parameters that serve it. The design patterns section shows *how* to compose layers intentionally. The examples section shows complete working scenes at every complexity level. The protocol section covers the technical contract that all scenes must follow.
---
## Scene Design Patterns
Higher-order patterns for composing scenes that feel intentional rather than random. These patterns use the existing building blocks (value fields, blend modes, shaders, feedback) but organize them with compositional intent.
## Layer Hierarchy
Every scene should have clear visual layers with distinct roles:
| Layer | Grid | Brightness | Purpose |
|-------|------|-----------|---------|
| **Background** | xs or sm (dense) | 0.10.25 | Atmosphere, texture. Never competes with content. |
| **Content** | md (balanced) | 0.40.8 | The main visual idea. Carries the scene's concept. |
| **Accent** | lg or sm (sparse) | 0.51.0 (sparse coverage) | Highlights, punctuation, sparse bright points. |
The background sets mood. The content layer is what the scene *is about*. The accent adds visual interest without overwhelming.
```python
def fx_example(r, f, t, S):
local = t
progress = min(local / 5.0, 1.0)
g_bg = r.get_grid("sm")
g_main = r.get_grid("md")
g_accent = r.get_grid("lg")
# --- Background: dim atmosphere ---
bg_val = vf_smooth_noise(g_bg, f, t * 0.3, S, octaves=2, bri=0.15)
# ... render bg to canvas
# --- Content: the main visual idea ---
content_val = vf_spiral(g_main, f, t, S, n_arms=n_arms, tightness=tightness)
# ... render content on top of canvas
# --- Accent: sparse highlights ---
accent_val = vf_noise_static(g_accent, f, t, S, density=0.05)
# ... render accent on top
return canvas
```
## Directional Parameter Arcs
Parameters should *go somewhere* over the scene's duration — not oscillate aimlessly with `sin(t * N)`.
**Bad:** `twist = 3.0 + 2.0 * math.sin(t * 0.6)` — wobbles back and forth, feels aimless.
**Good:** `twist = 2.0 + progress * 5.0` — starts gentle, ends intense. The scene *builds*.
Use `progress = min(local / duration, 1.0)` (0→1 over the scene) to drive directional change:
| Pattern | Formula | Feel |
|---------|---------|------|
| Linear ramp | `progress * range` | Steady buildup |
| Ease-out | `1 - (1 - progress) ** 2` | Fast start, gentle finish |
| Ease-in | `progress ** 2` | Slow start, accelerating |
| Step reveal | `np.clip((progress - 0.5) / 0.25, 0, 1)` | Nothing until 50%, then fades in |
| Build + plateau | `min(1.0, progress * 1.5)` | Reaches full at 67%, holds |
Oscillation is fine for *secondary* parameters (saturation shimmer, hue drift). But the *defining* parameter of the scene should have a direction.
### Examples of Directional Arcs
| Scene concept | Parameter | Arc |
|--------------|-----------|-----|
| Emergence | Ring radius | 0 → max (ease-out) |
| Shatter | Voronoi cell count | 8 → 38 (linear) |
| Descent | Tunnel speed | 2.0 → 10.0 (linear) |
| Mandala | Shape complexity | ring → +polygon → +star → +rosette (step reveals) |
| Crescendo | Layer count | 1 → 7 (staggered entry) |
| Entropy | Geometry visibility | 1.0 → 0.0 (consumed) |
## Scene Concepts
Each scene should be built around a *visual idea*, not an effect name.
**Bad:** "fx_plasma_cascade" — named after the effect. No concept.
**Good:** "fx_emergence" — a point of light expands into a field. The name tells you *what happens*.
Good scene concepts have:
1. A **visual metaphor** (emergence, descent, collision, entropy)
2. A **directional arc** (things change from A to B, not oscillate)
3. **Motivated layer choices** (each layer serves the concept)
4. **Motivated feedback** (transform direction matches the metaphor)
| Concept | Metaphor | Feedback transform | Why |
|---------|----------|-------------------|-----|
| Emergence | Birth, expansion | zoom-out | Past frames expand outward |
| Descent | Falling, acceleration | zoom-in | Past frames rush toward center |
| Inferno | Rising fire | shift-up | Past frames rise with the flames |
| Entropy | Decay, dissolution | none | Clean, no persistence — things disappear |
| Crescendo | Accumulation | zoom + hue_shift | Everything compounds and shifts |
## Compositional Techniques
### Counter-Rotating Dual Systems
Two instances of the same effect rotating in opposite directions create visual interference:
```python
# Primary spiral (clockwise)
s1_val = vf_spiral(g_main, f, t * 1.5, S, n_arms=n_arms_1, tightness=tightness_1)
# Counter-rotating spiral (counter-clockwise via negative time)
s2_val = vf_spiral(g_accent, f, -t * 1.2, S, n_arms=n_arms_2, tightness=tightness_2)
# Screen blend creates bright interference at crossing points
canvas = blend_canvas(canvas_with_s1, c2, "screen", 0.7)
```
Works with spirals, vortexes, rings. The counter-rotation creates constantly shifting interference patterns.
### Wave Collision
Two wave fronts converging from opposite sides, meeting at a collision point:
```python
collision_phase = abs(progress - 0.5) * 2 # 1→0→1 (0 at collision)
# Wave A approaches from left
offset_a = (1 - progress) * g.cols * 0.4
wave_a = np.sin((g.cc + offset_a) * 0.08 + t * 2) * 0.5 + 0.5
# Wave B approaches from right
offset_b = -(1 - progress) * g.cols * 0.4
wave_b = np.sin((g.cc + offset_b) * 0.08 - t * 2) * 0.5 + 0.5
# Interference peaks at collision
combined = wave_a * 0.5 + wave_b * 0.5 + np.abs(wave_a - wave_b) * (1 - collision_phase) * 0.5
```
### Progressive Fragmentation
Voronoi with cell count increasing over time — visual shattering:
```python
n_pts = int(8 + progress * 30) # 8 cells → 38 cells
# Pre-generate enough points, slice to n_pts
px = base_x[:n_pts] + np.sin(t * 0.3 + np.arange(n_pts) * 0.7) * (3 + progress * 3)
```
The edge glow width can also increase with progress to emphasize the cracks.
### Entropy / Consumption
A clean geometric pattern being overtaken by an organic process:
```python
# Geometry fades out
geo_val = clean_pattern * max(0.05, 1.0 - progress * 0.9)
# Organic process grows in
rd_val = vf_reaction_diffusion(g, f, t, S) * min(1.0, progress * 1.5)
# Render geometry first, organic on top — organic consumes geometry
```
### Staggered Layer Entry (Crescendo)
Layers enter one at a time, building to overwhelming density:
```python
def layer_strength(enter_t, ramp=1.5):
"""0.0 until enter_t, ramps to 1.0 over ramp seconds."""
return max(0.0, min(1.0, (local - enter_t) / ramp))
# Layer 1: always present
s1 = layer_strength(0.0)
# Layer 2: enters at 2s
s2 = layer_strength(2.0)
# Layer 3: enters at 4s
s3 = layer_strength(4.0)
# ... etc
# Each layer uses a different effect, grid, palette, and blend mode
# Screen blend between layers so they accumulate light
```
For a 15-second crescendo, 7 layers entering every 2 seconds works well. Use different blend modes (screen for most, add for energy, colordodge for the final wash).
## Scene Ordering
For a multi-scene reel or video:
- **Vary mood between adjacent scenes** — don't put two calm scenes next to each other
- **Randomize order** rather than grouping by type — prevents "effect demo" feel
- **End on the strongest scene** — crescendo or something with a clear payoff
- **Open with energy** — grab attention in the first 2 seconds
---
## Scene Protocol
Scenes are the top-level creative unit. Each scene is a time-bounded segment with its own effect function, shader chain, feedback configuration, and tone-mapping gamma.
## Scene Protocol (v2)
### Scene Protocol (v2)
### Function Signature
@ -404,3 +600,412 @@ For each scene:
7. **Configure feedback** for trailing/recursive looks — or None for clean cuts
8. **Set gamma** if using destructive shaders (solarize, posterize)
9. **Test with --test-frame** at the scene's midpoint before full render
---
## Scene Examples
Copy-paste-ready scene functions at increasing complexity. Each is a complete, working v2 scene function that returns a pixel canvas. See the Scene Protocol section above for the scene protocol and `composition.md` for blend modes and tonemap.
---
### Minimal — Single Grid, Single Effect
### Breathing Plasma
One grid, one value field, one hue field. The simplest possible scene.
```python
def fx_breathing_plasma(r, f, t, S):
"""Plasma field with time-cycling hue. Audio modulates brightness."""
canvas = _render_vf(r, "md",
lambda g, f, t, S: vf_plasma(g, f, t, S) * 1.3,
hf_time_cycle(0.08), PAL_DENSE, f, t, S, sat=0.8)
return canvas
```
### Reaction-Diffusion Coral
Single grid, simulation-based field. Evolves organically over time.
```python
def fx_coral(r, f, t, S):
"""Gray-Scott reaction-diffusion — coral branching pattern.
Slow-evolving, organic. Best for ambient/chill sections."""
canvas = _render_vf(r, "sm",
lambda g, f, t, S: vf_reaction_diffusion(g, f, t, S,
feed=0.037, kill=0.060, steps_per_frame=6, init_mode="center"),
hf_distance(0.55, 0.015), PAL_DOTS, f, t, S, sat=0.7)
return canvas
```
### SDF Geometry
Geometric shapes from SDFs. Clean, precise, graphic.
```python
def fx_sdf_rings(r, f, t, S):
"""Concentric SDF rings with smooth pulsing."""
def val_fn(g, f, t, S):
d1 = sdf_ring(g, radius=0.15 + f.get("bass", 0.3) * 0.05, thickness=0.015)
d2 = sdf_ring(g, radius=0.25 + f.get("mid", 0.3) * 0.05, thickness=0.012)
d3 = sdf_ring(g, radius=0.35 + f.get("hi", 0.3) * 0.04, thickness=0.010)
combined = sdf_smooth_union(sdf_smooth_union(d1, d2, 0.05), d3, 0.05)
return sdf_glow(combined, falloff=0.08) * (0.5 + f.get("rms", 0.3) * 0.8)
canvas = _render_vf(r, "md", val_fn, hf_angle(0.0), PAL_STARS, f, t, S, sat=0.85)
return canvas
```
---
### Standard — Two Grids + Blend
### Tunnel Through Noise
Two grids at different densities, screen blended. The fine noise texture shows through the coarser tunnel characters.
```python
def fx_tunnel_noise(r, f, t, S):
"""Tunnel depth on md grid + fBM noise on sm grid, screen blended."""
canvas_a = _render_vf(r, "md",
lambda g, f, t, S: vf_tunnel(g, f, t, S, speed=4.0, complexity=8) * 1.2,
hf_distance(0.5, 0.02), PAL_BLOCKS, f, t, S, sat=0.7)
canvas_b = _render_vf(r, "sm",
lambda g, f, t, S: vf_fbm(g, f, t, S, octaves=4, freq=0.05, speed=0.15) * 1.3,
hf_time_cycle(0.06), PAL_RUNE, f, t, S, sat=0.6)
return blend_canvas(canvas_a, canvas_b, "screen", 0.7)
```
### Voronoi Cells + Spiral Overlay
Voronoi cell edges with a spiral arm pattern overlaid.
```python
def fx_voronoi_spiral(r, f, t, S):
"""Voronoi edge detection on md + logarithmic spiral on lg."""
canvas_a = _render_vf(r, "md",
lambda g, f, t, S: vf_voronoi(g, f, t, S,
n_cells=15, mode="edge", edge_width=2.0, speed=0.4),
hf_angle(0.2), PAL_CIRCUIT, f, t, S, sat=0.75)
canvas_b = _render_vf(r, "lg",
lambda g, f, t, S: vf_spiral(g, f, t, S, n_arms=4, tightness=3.0) * 1.2,
hf_distance(0.1, 0.03), PAL_BLOCKS, f, t, S, sat=0.9)
return blend_canvas(canvas_a, canvas_b, "exclusion", 0.6)
```
### Domain-Warped fBM
Two layers of the same fBM, one domain-warped, difference-blended for psychedelic organic texture.
```python
def fx_organic_warp(r, f, t, S):
"""Clean fBM vs domain-warped fBM, difference blended."""
canvas_a = _render_vf(r, "sm",
lambda g, f, t, S: vf_fbm(g, f, t, S, octaves=5, freq=0.04, speed=0.1),
hf_plasma(0.2), PAL_DENSE, f, t, S, sat=0.6)
canvas_b = _render_vf(r, "md",
lambda g, f, t, S: vf_domain_warp(g, f, t, S,
warp_strength=20.0, freq=0.05, speed=0.15),
hf_time_cycle(0.05), PAL_BRAILLE, f, t, S, sat=0.7)
return blend_canvas(canvas_a, canvas_b, "difference", 0.7)
```
---
### Complex — Three Grids + Conditional + Feedback
### Psychedelic Cathedral
Three-grid composition with beat-triggered kaleidoscope and feedback zoom tunnel. The most visually complex pattern.
```python
def fx_cathedral(r, f, t, S):
"""Three-layer cathedral: interference + rings + noise, kaleidoscope on beat,
feedback zoom tunnel."""
# Layer 1: interference pattern on sm grid
canvas_a = _render_vf(r, "sm",
lambda g, f, t, S: vf_interference(g, f, t, S, n_waves=7) * 1.3,
hf_angle(0.0), PAL_MATH, f, t, S, sat=0.8)
# Layer 2: pulsing rings on md grid
canvas_b = _render_vf(r, "md",
lambda g, f, t, S: vf_rings(g, f, t, S, n_base=10, spacing_base=3) * 1.4,
hf_distance(0.3, 0.02), PAL_STARS, f, t, S, sat=0.9)
# Layer 3: temporal noise on lg grid (slow morph)
canvas_c = _render_vf(r, "lg",
lambda g, f, t, S: vf_temporal_noise(g, f, t, S,
freq=0.04, t_freq=0.2, octaves=3),
hf_time_cycle(0.12), PAL_BLOCKS, f, t, S, sat=0.7)
# Blend: A screen B, then difference with C
result = blend_canvas(canvas_a, canvas_b, "screen", 0.8)
result = blend_canvas(result, canvas_c, "difference", 0.5)
# Beat-triggered kaleidoscope
if f.get("bdecay", 0) > 0.3:
folds = 6 if f.get("sub_r", 0.3) > 0.4 else 8
result = sh_kaleidoscope(result.copy(), folds=folds)
return result
# Scene table entry with feedback:
# {"start": 30.0, "end": 50.0, "name": "cathedral", "fx": fx_cathedral,
# "gamma": 0.65, "shaders": [("bloom", {"thr": 110}), ("chromatic", {"amt": 4}),
# ("vignette", {"s": 0.2}), ("grain", {"amt": 8})],
# "feedback": {"decay": 0.75, "blend": "screen", "opacity": 0.35,
# "transform": "zoom", "transform_amt": 0.012, "hue_shift": 0.015}}
```
### Masked Reaction-Diffusion with Attractor Overlay
Reaction-diffusion visible only through an animated iris mask, with a strange attractor density field underneath.
```python
def fx_masked_life(r, f, t, S):
"""Attractor base + reaction-diffusion visible through iris mask + particles."""
g_sm = r.get_grid("sm")
g_md = r.get_grid("md")
# Layer 1: strange attractor density field (background)
canvas_bg = _render_vf(r, "sm",
lambda g, f, t, S: vf_strange_attractor(g, f, t, S,
attractor="clifford", n_points=30000),
hf_time_cycle(0.04), PAL_DOTS, f, t, S, sat=0.5)
# Layer 2: reaction-diffusion (foreground, will be masked)
canvas_rd = _render_vf(r, "md",
lambda g, f, t, S: vf_reaction_diffusion(g, f, t, S,
feed=0.046, kill=0.063, steps_per_frame=4, init_mode="ring"),
hf_angle(0.15), PAL_HALFFILL, f, t, S, sat=0.85)
# Animated iris mask — opens over first 5 seconds of scene
scene_start = S.get("_scene_start", t)
if "_scene_start" not in S:
S["_scene_start"] = t
mask = mask_iris(g_md, t, scene_start, scene_start + 5.0,
max_radius=0.6)
canvas_rd = apply_mask_canvas(canvas_rd, mask, bg_canvas=canvas_bg)
# Layer 3: flow-field particles following the R-D gradient
rd_field = vf_reaction_diffusion(g_sm, f, t, S,
feed=0.046, kill=0.063, steps_per_frame=0) # read without stepping
ch_p, co_p = update_flow_particles(S, g_sm, f, rd_field,
n=300, speed=0.8, char_set=list("·•◦∘°"))
canvas_p = g_sm.render(ch_p, co_p)
result = blend_canvas(canvas_rd, canvas_p, "add", 0.7)
return result
```
### Morphing Field Sequence with Eased Keyframes
Demonstrates temporal coherence: smooth morphing between effects with keyframed parameters.
```python
def fx_morphing_journey(r, f, t, S):
"""Morphs through 4 value fields over 20 seconds with eased transitions.
Parameters (twist, arm count) also keyframed."""
# Keyframed twist parameter
twist = keyframe(t, [(0, 1.0), (5, 5.0), (10, 2.0), (15, 8.0), (20, 1.0)],
ease_fn=ease_in_out_cubic, loop=True)
# Sequence of value fields with 2s crossfade
fields = [
lambda g, f, t, S: vf_plasma(g, f, t, S),
lambda g, f, t, S: vf_vortex(g, f, t, S, twist=twist),
lambda g, f, t, S: vf_fbm(g, f, t, S, octaves=5, freq=0.04),
lambda g, f, t, S: vf_domain_warp(g, f, t, S, warp_strength=15),
]
durations = [5.0, 5.0, 5.0, 5.0]
val_fn = lambda g, f, t, S: vf_sequence(g, f, t, S, fields, durations,
crossfade=2.0)
# Render with slowly rotating hue
canvas = _render_vf(r, "md", val_fn, hf_time_cycle(0.06),
PAL_DENSE, f, t, S, sat=0.8)
# Second layer: tiled version of same sequence at smaller grid
tiled_fn = lambda g, f, t, S: vf_sequence(
make_tgrid(g, *uv_tile(g, 3, 3, mirror=True)),
f, t, S, fields, durations, crossfade=2.0)
canvas_b = _render_vf(r, "sm", tiled_fn, hf_angle(0.1),
PAL_RUNE, f, t, S, sat=0.6)
return blend_canvas(canvas, canvas_b, "screen", 0.5)
```
---
### Specialized — Unique State Patterns
### Game of Life with Ghost Trails
Cellular automaton with analog fade trails. Beat injects random cells.
```python
def fx_life(r, f, t, S):
"""Conway's Game of Life with fading ghost trails.
Beat events inject random live cells for disruption."""
canvas = _render_vf(r, "sm",
lambda g, f, t, S: vf_game_of_life(g, f, t, S,
rule="life", steps_per_frame=1, fade=0.92, density=0.25),
hf_fixed(0.33), PAL_BLOCKS, f, t, S, sat=0.8)
# Overlay: coral automaton on lg grid for chunky texture
canvas_b = _render_vf(r, "lg",
lambda g, f, t, S: vf_game_of_life(g, f, t, S,
rule="coral", steps_per_frame=1, fade=0.85, density=0.15, seed=99),
hf_time_cycle(0.1), PAL_HATCH, f, t, S, sat=0.6)
return blend_canvas(canvas, canvas_b, "screen", 0.5)
```
### Boids Flock Over Voronoi
Emergent swarm movement over a cellular background.
```python
def fx_boid_swarm(r, f, t, S):
"""Flocking boids over animated voronoi cells."""
# Background: voronoi cells
canvas_bg = _render_vf(r, "md",
lambda g, f, t, S: vf_voronoi(g, f, t, S,
n_cells=20, mode="distance", speed=0.2),
hf_distance(0.4, 0.02), PAL_CIRCUIT, f, t, S, sat=0.5)
# Foreground: boids
g = r.get_grid("md")
ch_b, co_b = update_boids(S, g, f, n_boids=150, perception=6.0,
max_speed=1.5, char_set=list("▸▹►▻→⟶"))
canvas_boids = g.render(ch_b, co_b)
# Trails for the boids
# (boid positions are stored in S["boid_x"], S["boid_y"])
S["px"] = list(S.get("boid_x", []))
S["py"] = list(S.get("boid_y", []))
ch_t, co_t = draw_particle_trails(S, g, max_trail=6, fade=0.6)
canvas_trails = g.render(ch_t, co_t)
result = blend_canvas(canvas_bg, canvas_trails, "add", 0.3)
result = blend_canvas(result, canvas_boids, "add", 0.9)
return result
```
### Fire Rising Through SDF Text Stencil
Fire effect visible only through text letterforms.
```python
def fx_fire_text(r, f, t, S):
"""Fire columns visible through text stencil. Text acts as window."""
g = r.get_grid("lg")
# Full-screen fire (will be masked)
canvas_fire = _render_vf(r, "sm",
lambda g, f, t, S: np.clip(
vf_fbm(g, f, t, S, octaves=4, freq=0.08, speed=0.8) *
(1.0 - g.rr / g.rows) * # fade toward top
(0.6 + f.get("bass", 0.3) * 0.8), 0, 1),
hf_fixed(0.05), PAL_BLOCKS, f, t, S, sat=0.9) # fire hue
# Background: dark domain warp
canvas_bg = _render_vf(r, "md",
lambda g, f, t, S: vf_domain_warp(g, f, t, S,
warp_strength=8, freq=0.03, speed=0.05) * 0.3,
hf_fixed(0.6), PAL_DENSE, f, t, S, sat=0.4)
# Text stencil mask
mask = mask_text(g, "FIRE", row_frac=0.45)
# Expand vertically for multi-row coverage
for offset in range(-2, 3):
shifted = mask_text(g, "FIRE", row_frac=0.45 + offset / g.rows)
mask = mask_union(mask, shifted)
canvas_masked = apply_mask_canvas(canvas_fire, mask, bg_canvas=canvas_bg)
return canvas_masked
```
### Portrait Mode: Vertical Rain + Quote
Optimized for 9:16. Uses vertical space for long rain trails and stacked text.
```python
def fx_portrait_rain_quote(r, f, t, S):
"""Portrait-optimized: matrix rain (long vertical trails) with stacked quote.
Designed for 1080x1920 (9:16)."""
g = r.get_grid("md") # ~112x100 in portrait
# Matrix rain — long trails benefit from portrait's extra rows
ch, co, S = eff_matrix_rain(g, f, t, S,
hue=0.33, bri=0.6, pal=PAL_KATA, speed_base=0.4, speed_beat=2.5)
canvas_rain = g.render(ch, co)
# Tunnel depth underneath for texture
canvas_tunnel = _render_vf(r, "sm",
lambda g, f, t, S: vf_tunnel(g, f, t, S, speed=3.0, complexity=6) * 0.8,
hf_fixed(0.33), PAL_BLOCKS, f, t, S, sat=0.5)
result = blend_canvas(canvas_tunnel, canvas_rain, "screen", 0.8)
# Quote text — portrait layout: short lines, many of them
g_text = r.get_grid("lg") # ~90x80 in portrait
quote_lines = layout_text_portrait(
"The code is the art and the art is the code",
max_chars_per_line=20)
# Center vertically
block_start = (g_text.rows - len(quote_lines)) // 2
ch_t = np.full((g_text.rows, g_text.cols), " ", dtype="U1")
co_t = np.zeros((g_text.rows, g_text.cols, 3), dtype=np.uint8)
total_chars = sum(len(l) for l in quote_lines)
progress = min(1.0, (t - S.get("_scene_start", t)) / 3.0)
if "_scene_start" not in S: S["_scene_start"] = t
render_typewriter(ch_t, co_t, quote_lines, block_start, g_text.cols,
progress, total_chars, (200, 255, 220), t)
canvas_text = g_text.render(ch_t, co_t)
result = blend_canvas(result, canvas_text, "add", 0.9)
return result
```
---
### Scene Table Template
Wire scenes into a complete video:
```python
SCENES = [
{"start": 0.0, "end": 5.0, "name": "coral",
"fx": fx_coral, "grid": "sm", "gamma": 0.70,
"shaders": [("bloom", {"thr": 110}), ("vignette", {"s": 0.2})],
"feedback": {"decay": 0.8, "blend": "screen", "opacity": 0.3,
"transform": "zoom", "transform_amt": 0.01}},
{"start": 5.0, "end": 15.0, "name": "tunnel_noise",
"fx": fx_tunnel_noise, "grid": "md", "gamma": 0.75,
"shaders": [("chromatic", {"amt": 3}), ("bloom", {"thr": 120}),
("scanlines", {"intensity": 0.06}), ("grain", {"amt": 8})],
"feedback": None},
{"start": 15.0, "end": 35.0, "name": "cathedral",
"fx": fx_cathedral, "grid": "sm", "gamma": 0.65,
"shaders": [("bloom", {"thr": 100}), ("chromatic", {"amt": 5}),
("color_wobble", {"amt": 0.2}), ("vignette", {"s": 0.18})],
"feedback": {"decay": 0.75, "blend": "screen", "opacity": 0.35,
"transform": "zoom", "transform_amt": 0.012, "hue_shift": 0.015}},
{"start": 35.0, "end": 50.0, "name": "morphing",
"fx": fx_morphing_journey, "grid": "md", "gamma": 0.70,
"shaders": [("bloom", {"thr": 110}), ("grain", {"amt": 6})],
"feedback": {"decay": 0.7, "blend": "screen", "opacity": 0.25,
"transform": "rotate_cw", "transform_amt": 0.003}},
]
```

View file

@ -2,14 +2,9 @@
Post-processing effects applied to the pixel canvas (`numpy uint8 array, shape (H,W,3)`) after character rendering and before encoding. Also covers **pixel-level blend modes**, **feedback buffers**, and the **ShaderChain** compositor.
**Cross-references:**
- Grid system, palettes, color (HSV + OKLAB): `architecture.md`
- Effect building blocks (value fields, noise, SDFs): `effects.md`
- `_render_vf()`, blend modes, tonemap, masking: `composition.md`
- Scene protocol, render_clip, SCENES table: `scenes.md`
- Complete scene examples with shader usage: `examples.md`
- Performance tuning (frame budget, worker count): `optimization.md`
- Encoding pitfalls (ffmpeg flags, color space): `troubleshooting.md`
> **See also:** composition.md (blend modes, tonemap) · effects.md · scenes.md · architecture.md · optimization.md · troubleshooting.md
>
> **Blend modes:** For the 20 pixel blend modes and `blend_canvas()`, see `composition.md`. All blending uses `blend_canvas(base, top, mode, opacity)`.
## Design Philosophy

View file

@ -1,14 +1,19 @@
# Troubleshooting Reference
**Cross-references:**
- Grid system, palettes, font selection: `architecture.md`
- Effect building blocks (value fields, noise, SDFs): `effects.md`
- `_render_vf()`, blend modes, tonemap: `composition.md`
- Scene protocol, render_clip, SCENES table: `scenes.md`
- Shader pipeline, feedback buffer, encoding: `shaders.md`
- Input sources (audio, video, TTS): `inputs.md`
- Performance tuning, hardware detection: `optimization.md`
- Complete scene examples: `examples.md`
> **See also:** composition.md · architecture.md · shaders.md · scenes.md · optimization.md
## Quick Diagnostic
| Symptom | Likely Cause | Fix |
|---------|-------------|-----|
| All black output | tonemap gamma too high or no effects rendering | Lower gamma to 0.5, check scene_fn returns non-zero canvas |
| Washed out / too bright | Linear brightness multiplier instead of tonemap | Replace `canvas * N` with `tonemap(canvas, gamma=0.75)` |
| ffmpeg hangs mid-render | stderr=subprocess.PIPE deadlock | Redirect stderr to file |
| "read-only" array error | broadcast_to view without .copy() | Add `.copy()` after broadcast_to |
| PicklingError | Lambda or closure in SCENES table | Define all fx_* at module level |
| Random dark holes in output | Font missing Unicode glyphs | Validate palettes at init |
| Audio-visual desync | Frame timing accumulation | Use integer frame counter, compute t fresh each frame |
| Single-color flat output | Hue field shape mismatch | Ensure h,s,v arrays all (rows,cols) before hsv2rgb |
Common bugs, gotchas, and platform-specific issues encountered during ASCII video development.
@ -339,3 +344,22 @@ val = np.clip(vf_plasma(g, f, t, S) * 1.5, 0, 1)
```
The `_render_vf()` helper clips automatically, but if you're building custom scenes, clip explicitly.
## Brightness Best Practices
- Dense animated backgrounds — never flat black, always fill the grid
- Vignette minimum clamped to 0.15 (not 0.12)
- Bloom threshold 130 (not 170) so more pixels contribute to glow
- Use `screen` blend mode (not `overlay`) for dark ASCII layers — overlay squares dark values: `2 * 0.12 * 0.12 = 0.03`
- FeedbackBuffer decay minimum 0.5 — below that, feedback disappears too fast to see
- Value field floor: `vf * 0.8 + 0.05` ensures no cell is truly zero
- Per-scene gamma overrides: default 0.75, solarize 0.55, posterize 0.50, bright scenes 0.85
- Test frames early: render single frames at key timestamps before committing to full render
**Quick checklist before full render:**
1. Render 3 test frames (start, middle, end)
2. Check `canvas.mean() > 8` after tonemap
3. Check no scene is visually flat black
4. Verify per-section variation (different bg/palette/color per scene)
5. Confirm shader chain includes bloom (threshold 130)
6. Confirm vignette strength ≤ 0.25