Pond (SPRINT4 §E-1, decision 10): pond_water.png and pond_normal.png, for a patch Lane B builds from the cloth's own nodes — same ride-the-nodes rule as the tears, since a rigid disc would sit still while the belly moves under it. Alpha is a radial feather and RGB darkens toward the centre, both encoded radially so the shading survives being scaled per pondMass (radius ~ sqrt(mass)). Water is grey-green, not blue: rain caught in a sail is shallow, murky and mirrors an overcast sky. Both at 256², not 512²: smooth low-frequency content, and at 512 they were 256 KB + 320 KB against ~20 KB for every other texture here. The chop is seven waves at golden-angle directions rather than three crossed sines, which interfered into a lattice and read as basketweave; the normal map gets six integer-frequency waves for the same reason, and still asserts its own tiling. broom_01 (§E-2): poke_tip sits on the bristle end deliberately — a broomstick jabbed at a loaded sail holes it. Renames fence_panel_broken to fence_panel_snapped to match SPRINT4 §A-4/§E-3. Lane A's dress() guards every load, so the mismatch would not have crashed — the wreckage would silently never have appeared, which is worse. All 21 assets pass, 33 output files byte-identical across two runs, 186/0/0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
22 lines
326 B
JSON
22 lines
326 B
JSON
{
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"blender": "5.1.2",
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"assets": [
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{
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"name": "ref_capsule",
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"dims": [
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0.4,
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0.4,
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1.7
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],
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"tris": 220,
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"nodes": [
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"head_height",
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"ref_capsule",
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"ref_capsule_mesh"
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],
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"status": "PASS",
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"problems": []
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}
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],
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"debris": []
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} |