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