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fix(showcase): char the campfire logs, crack the coals and soot the ring
The fire had never been lit: clean bark-brown sticks and a pale
concrete-grey ring. A heat field (distance from a core just above the
ash bed) now drives the shared shaders. Wood chars to near-black toward
the flames; the hottest char shows a Voronoi crack network, noise-masked
so only some cracks glow; stones are smoke-blackened on their inner
faces. Stone base colours move to a warm dark fieldstone with a wider
per-stone tone spread and a stronger pitting bump. The render adds a
warm shadow-soft point light in the ember bed. No geometry, slot or
budget change. Adds the CampfireLow/TroughLow/TowerLow SELECT rows to
scripts/asset_sheet.py so the asset-sheet gate can run on all three
round-three pieces.
Evidence (live, local .scratch binaries):
- blender-5.2.1-windows-x64 (Blender 5.2.1 LTS) and
blender-4.5.11-windows-x64 (Blender 4.5.11 LTS): default exit 0;
--skip-decimate 9, --stray-vert 15, --lift-z 16, --short-stones 16,
--float-logs 17, --gap-courses 18, --uniform-stones 20 on both.
- --output renders and passes framing on both (fill y 0.750, margins
>= 0.022).
- Contact sheet: luma 0.179 / stage 0.169 / warmth +0.093 / sat 0.074.
Darker and less saturated than the calibration set (0.237-0.243 luma);
the subject is grey stone and char by nature.
- Asset sheet (docs/gallery/asset-sheets/campfire.webp): reads as a lit
fire pit beside the hydrant, drone, well, wheelbarrow and shelf; not
the least-designed object.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Copy file name to clipboardExpand all lines: showcase/campfire/README.md
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@@ -90,6 +90,8 @@ The stated ring height rose from 0.156 to 0.176 m for the crowns.
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upper bound, so the ring keeps the envelope of its widest seeded stone
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and only this budget fails (exit 20, spread 0.00000).
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**Fire, char and soot (render and shaders only; no budget changed).** The logs were a clean bark brown and the ring a pale concrete grey, so nothing in the still said the fire had ever been lit. A heat field (distance from a core just above the ash bed) now drives three things in the shared shaders: wood chars to near-black toward the flames, the hottest charred wood shows cracked embers (a Voronoi edge network, masked by a coarse noise so only some cracks are live), and stones are smoke-blackened where they face the fire. Stone base colours dropped to a warm dark fieldstone with a wider per-stone tone spread. The render adds a warm point light in the ember bed. Material slots and face counts are unchanged.
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Stone is isotropic mottling, speckle and pitting with a seeded tone per
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stone (`stone-archway`'s recipe, reading `PieceTone`); sticks and logs
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carry their own tone and grain along their axis; the ash has sparse
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