guts/docs/ART_BIBLE.md
jing 34f84ab162 [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world
GDD v1 (flow-locked hybrid movement, 5 biomes + secret, boss roster),
TECH contracts (world API, level schema v0, bus events, manifest law),
ART_BIBLE (synthetic scanner look), PIPELINE (MODELBEAST-first, fal gated),
PROCESS (PROCITY lane/round law), charters A-F + ROUND1 instructions.
Seed code: shell + boot + core (rng/bus/flags) + stub world (peristalsis
shader tube, 1 draw / 102k tris, contract-complete) + qa.sh (GREEN).
Verified in-browser; evidence docs/shots/laneF/round0_stub_tube.png.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 01:28:35 +10:00

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ART BIBLE — the "synthetic scanner" look

Owner: Lane D (generation) + Lane A (shaders) + F (final eyeball). This settles the realistic-vs-wireframe question from the concept discussion: hybrid, decided.

The look, in one line

A live feed from an impossible medical instrument: dark endoscope void, walls rendered like scanning-electron-microscope tissue in a single biome tint with artificial rim light, everything alive and pulsing; gameplay-relevant things glow.

Why: SEM-monochrome + rim light gives us the gross-out organic detail and perfect visual hierarchy (emissive enemies pop against dark tinted walls) and browser-friendly perf (no real SSS, no fluid sim — fresnel rim + matcap + vertex displacement fake all of it).

Rendering recipe (Lane A)

  • Walls: custom ShaderMaterial. Base = biome tint × FLUX detail texture (used as luminance/AO, tiled along (s,θ) UVs) + fresnel rim light (the SEM edge glow, biome accent color) + optional matcap for wet specular. NO real-time lights needed for walls.
  • Motion: vertex shader — traveling peristalsis wave disp = A·pulse(k·s ω·t) along inward normal, plus small fbm "breathing". Villi = InstancedMesh cones swaying with the same phase. Collision uses conservative max amplitude (TECH: wallRho).
  • Depth: exponential fog to the biome void color — the tunnel ahead fades to dark, the scanner-light radius around the player is your safety bubble (esp. level 5).
  • Post (F wires, A supplies): vignette + faint scanline/noise overlay (the "feed"), chromatic aberration pulse on damage, subtle radial blur on boost. All cheap fullscreen.

Emissive code (readability law — never violate)

meaning color
hostile hot amber → red core #ff5a2a
hostile projectile white-hot #ffe9d0
neutral flora / interactive cyan #39e6ff
pickups soft green #7dffb0
checkpoints/gates violet #b06aff
acid / corrosive zones sickly yellow-green #c8ff3a

Biome palettes (tint / accent-rim / void-fog)

biome tint rim accent void feel
oral cavity pale blue-white #a8c4d8 ice #dff2ff #06090e clinical, bright, tutorial-readable
esophagus deep teal #1e6e64 mint #5affd2 #02100d speed, ribbed rings rushing past
stomach amber #b0571e ember #ffb13a #120801 hell-sea; acid glows #c8ff3a
small intestine magenta-violet #7a2a6e pink #ff6ad5 #0d0312 dense alien forest
large intestine murk green #3a4a26 bio-lume #9dff4a #050702 dark swamp, scanner-light gameplay
appendix (secret) gold #8a7020 #ffe066 #0a0800 treasure room

FLUX prompt kit (Lane D — flux_local, 1024², then tile-check + normal-derive)

Style stem, always: scanning electron microscope micrograph, monochrome, high detail organic tissue, dark background, dramatic rim lighting, seamless tiling texture

  • esophageal wall: stem + human esophageal mucosa, longitudinal ribbed folds, wet ridges
  • stomach wall: stem + gastric mucosa, pitted craters, gastric pits, glistening mucus
  • small intestine: stem + intestinal villi, dense finger-like projections, forest of fronds
  • colon wall: stem + colonic mucosa, smooth undulating folds, scattered biofilm patches
  • matcaps: spherical material study ball, wet translucent organic tissue, subsurface glow, studio black background (crop sphere → matcap)
  • Texture is authored grayscale; the shader applies biome tint. One texture can serve two biomes at different tints/tilings — generate ~2 per biome, not ten.
  • Tiling: generate → wrap-offset check (see PIPELINE) → if seams, mirror-tile or inpaint the seam with mflux_image_edit. Eyeball every texture in-engine before committing.

Hero meshes (round 2+, D): ENDO-1 ship, macrophage, tapeworm head, pyloric guardian

nodes, Blockage chunks. Concept via flux_local (stem: game asset concept, single object, centered, black background + subject) → sf3d draft to sanity-check silhouette → trellis_mac final → normalize to house GLB law. Blobby organic forms are TRELLIS's sweet spot; thin fins/antennae or translucency are its weakness → fal.ai Hunyuan fallback list (gated).

Screens & HUD (Lane E)

HUD is part of the fiction: an instrument overlay. Thin cyan line-work, small caps type, data-noise ticks. The gut-map is the star: a full alimentary-canal silhouette as the level/progress bar, current position blipping. Damage = feed glitches (aberration, tearing), not red screen-edges. Title screen: slow fly-through of the esophagus stub + big type.