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

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SHL0MS 2026-03-16 20:11:12 -04:00
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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