- New references/design-patterns.md: layer hierarchy (bg/content/accent), directional parameter arcs, scene concepts and visual metaphors, counter-rotating systems, wave collision, progressive fragmentation, entropy/consumption, staggered crescendo buildup, scene ordering - New references/examples.md: copy-paste-ready scenes at every complexity - Update scenes.md: local time convention (t=0 at scene start) - Update SKILL.md: add design-patterns.md to reference table - Add README.md to hermes-agent copy - Sync all reference docs with canonical source (SHL0MS/ascii-video)
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Scene System Reference
Cross-references:
- Grid system, palettes, color (HSV + OKLAB):
architecture.md - Effect building blocks (value fields, noise, SDFs, particles):
effects.md _render_vf(), blend modes, tonemap, masking:composition.md- Shader pipeline, feedback buffer, ShaderChain:
shaders.md - Complete scene examples at every complexity level:
examples.md - Input sources (audio features, video features):
inputs.md - Performance tuning, portrait CLI:
optimization.md - Common bugs (state leaks, frame drops):
troubleshooting.md
Scenes are the top-level creative unit. Each scene is a time-bounded segment with its own effect function, shader chain, feedback configuration, and tone-mapping gamma.
Scene Protocol (v2)
Function Signature
def fx_scene_name(r, f, t, S) -> canvas:
"""
Args:
r: Renderer instance — access multiple grids via r.get_grid("sm")
f: dict of audio/video features, all values normalized to [0, 1]
t: time in seconds — local to scene (0.0 at scene start)
S: dict for persistent state (particles, rain columns, etc.)
Returns:
canvas: numpy uint8 array, shape (VH, VW, 3) — full pixel frame
"""
Local time convention: Scene functions receive t starting at 0.0 for the first frame of the scene, regardless of where the scene appears in the timeline. The render loop subtracts the scene's start time before calling the function:
# In render_clip:
t_local = fi / FPS - scene_start
canvas = fx_fn(r, feat, t_local, S)
This makes scenes reorderable without modifying their code. Compute scene progress as:
progress = min(t / scene_duration, 1.0) # 0→1 over the scene
This replaces the v1 protocol where scenes returned (chars, colors) tuples. The v2 protocol gives scenes full control over multi-grid rendering and pixel-level composition internally.
The Renderer Class
class Renderer:
def __init__(self):
self.grids = {} # lazy-initialized grid cache
self.g = None # "active" grid (for backward compat)
self.S = {} # persistent state dict
def get_grid(self, key):
"""Get or create a GridLayer by size key."""
if key not in self.grids:
sizes = {"xs": 8, "sm": 10, "md": 16, "lg": 20, "xl": 24, "xxl": 40}
self.grids[key] = GridLayer(FONT_PATH, sizes[key])
return self.grids[key]
def set_grid(self, key):
"""Set active grid (legacy). Prefer get_grid() for multi-grid scenes."""
self.g = self.get_grid(key)
return self.g
Key difference from v1: scenes call r.get_grid("sm"), r.get_grid("lg"), etc. to access multiple grids. Each grid is lazy-initialized and cached. The set_grid() method still works for single-grid scenes.
Minimal Scene (Single Grid)
def fx_simple_rings(r, f, t, S):
"""Single-grid scene: rings with distance-mapped hue."""
canvas = _render_vf(r, "md",
lambda g, f, t, S: vf_rings(g, f, t, S, n_base=8, spacing_base=3),
hf_distance(0.3, 0.02), PAL_STARS, f, t, S, sat=0.85)
return canvas
Standard Scene (Two Grids + Blend)
def fx_tunnel_ripple(r, f, t, S):
"""Two-grid scene: tunnel depth exclusion-blended with ripple."""
canvas_a = _render_vf(r, "md",
lambda g, f, t, S: vf_tunnel(g, f, t, S, speed=5.0, complexity=10) * 1.3,
hf_distance(0.55, 0.02), PAL_GREEK, f, t, S, sat=0.7)
canvas_b = _render_vf(r, "sm",
lambda g, f, t, S: vf_ripple(g, f, t, S,
sources=[(0.3,0.3), (0.7,0.7), (0.5,0.2)], freq=0.5, damping=0.012) * 1.4,
hf_angle(0.1), PAL_STARS, f, t, S, sat=0.8)
return blend_canvas(canvas_a, canvas_b, "exclusion", 0.8)
Complex Scene (Three Grids + Conditional + Custom Rendering)
def fx_rings_explosion(r, f, t, S):
"""Three-grid scene with particles and conditional kaleidoscope."""
# Layer 1: rings
canvas_a = _render_vf(r, "sm",
lambda g, f, t, S: vf_rings(g, f, t, S, n_base=10, spacing_base=2) * 1.4,
lambda g, f, t, S: (g.angle / (2*np.pi) + t * 0.15) % 1.0,
PAL_STARS, f, t, S, sat=0.9)
# Layer 2: vortex on different grid
canvas_b = _render_vf(r, "md",
lambda g, f, t, S: vf_vortex(g, f, t, S, twist=6.0) * 1.2,
hf_time_cycle(0.15), PAL_BLOCKS, f, t, S, sat=0.8)
result = blend_canvas(canvas_b, canvas_a, "screen", 0.7)
# Layer 3: particles (custom rendering, not _render_vf)
g = r.get_grid("sm")
if "px" not in S:
S["px"], S["py"], S["vx"], S["vy"], S["life"], S["pch"] = (
[], [], [], [], [], [])
if f.get("beat", 0) > 0.5:
chars = list("\u2605\u2736\u2733\u2738\u2726\u2728*+")
for _ in range(int(80 + f.get("rms", 0.3) * 120)):
ang = random.uniform(0, 2 * math.pi)
sp = random.uniform(1, 10) * (0.5 + f.get("sub_r", 0.3) * 2)
S["px"].append(float(g.cols // 2))
S["py"].append(float(g.rows // 2))
S["vx"].append(math.cos(ang) * sp * 2.5)
S["vy"].append(math.sin(ang) * sp)
S["life"].append(1.0)
S["pch"].append(random.choice(chars))
# Update + draw particles
ch_p = np.full((g.rows, g.cols), " ", dtype="U1")
co_p = np.zeros((g.rows, g.cols, 3), dtype=np.uint8)
i = 0
while i < len(S["px"]):
S["px"][i] += S["vx"][i]; S["py"][i] += S["vy"][i]
S["vy"][i] += 0.03; S["life"][i] -= 0.02
if S["life"][i] <= 0:
for k in ("px","py","vx","vy","life","pch"): S[k].pop(i)
else:
pr, pc = int(S["py"][i]), int(S["px"][i])
if 0 <= pr < g.rows and 0 <= pc < g.cols:
ch_p[pr, pc] = S["pch"][i]
co_p[pr, pc] = hsv2rgb_scalar(
0.08 + (1-S["life"][i])*0.15, 0.95, S["life"][i])
i += 1
canvas_p = g.render(ch_p, co_p)
result = blend_canvas(result, canvas_p, "add", 0.8)
# Conditional kaleidoscope on strong beats
if f.get("bdecay", 0) > 0.4:
result = sh_kaleidoscope(result.copy(), folds=6)
return result
Scene with Custom Character Rendering (Matrix Rain)
When you need per-cell control beyond what _render_vf() provides:
def fx_matrix_layered(r, f, t, S):
"""Matrix rain blended with tunnel — two grids, screen blend."""
# Layer 1: Matrix rain (custom per-column rendering)
g = r.get_grid("md")
rows, cols = g.rows, g.cols
pal = PAL_KATA
if "ry" not in S or len(S["ry"]) != cols:
S["ry"] = np.random.uniform(-rows, rows, cols).astype(np.float32)
S["rsp"] = np.random.uniform(0.3, 2.0, cols).astype(np.float32)
S["rln"] = np.random.randint(8, 35, cols)
S["rch"] = np.random.randint(1, len(pal), (rows, cols))
speed = 0.6 + f.get("bass", 0.3) * 3
if f.get("beat", 0) > 0.5: speed *= 2.5
S["ry"] += S["rsp"] * speed
ch = np.full((rows, cols), " ", dtype="U1")
co = np.zeros((rows, cols, 3), dtype=np.uint8)
heads = S["ry"].astype(int)
for c in range(cols):
head = heads[c]
for i in range(S["rln"][c]):
row = head - i
if 0 <= row < rows:
fade = 1.0 - i / S["rln"][c]
ch[row, c] = pal[S["rch"][row, c] % len(pal)]
if i == 0:
v = int(min(255, fade * 300))
co[row, c] = (int(v*0.9), v, int(v*0.9))
else:
v = int(fade * 240)
co[row, c] = (int(v*0.1), v, int(v*0.4))
canvas_a = g.render(ch, co)
# Layer 2: Tunnel on sm grid for depth texture
canvas_b = _render_vf(r, "sm",
lambda g, f, t, S: vf_tunnel(g, f, t, S, speed=5.0, complexity=10),
hf_distance(0.3, 0.02), PAL_BLOCKS, f, t, S, sat=0.6)
return blend_canvas(canvas_a, canvas_b, "screen", 0.5)
Scene Table
The scene table defines the timeline: which scene plays when, with what configuration.
Structure
SCENES = [
{
"start": 0.0, # start time in seconds
"end": 3.96, # end time in seconds
"name": "starfield", # identifier (used for clip filenames)
"grid": "sm", # default grid (for render_clip setup)
"fx": fx_starfield, # scene function reference (must be module-level)
"gamma": 0.75, # tonemap gamma override (default 0.75)
"shaders": [ # shader chain (applied after tonemap + feedback)
("bloom", {"thr": 120}),
("vignette", {"s": 0.2}),
("grain", {"amt": 8}),
],
"feedback": None, # feedback buffer config (None = disabled)
# "feedback": {"decay": 0.8, "blend": "screen", "opacity": 0.3,
# "transform": "zoom", "transform_amt": 0.02, "hue_shift": 0.02},
},
{
"start": 3.96,
"end": 6.58,
"name": "matrix_layered",
"grid": "md",
"fx": fx_matrix_layered,
"shaders": [
("crt", {"strength": 0.05}),
("scanlines", {"intensity": 0.12}),
("color_grade", {"tint": (0.7, 1.2, 0.7)}),
("bloom", {"thr": 100}),
],
"feedback": {"decay": 0.5, "blend": "add", "opacity": 0.2},
},
# ... more scenes ...
]
Beat-Synced Scene Cutting
Derive cut points from audio analysis:
# Get beat timestamps
beats = [fi / FPS for fi in range(N_FRAMES) if features["beat"][fi] > 0.5]
# Group beats into phrase boundaries (every 4-8 beats)
cuts = [0.0]
for i in range(0, len(beats), 4): # cut every 4 beats
cuts.append(beats[i])
cuts.append(DURATION)
# Or use the music's structure: silence gaps, energy changes
energy = features["rms"]
# Find timestamps where energy drops significantly -> natural break points
render_clip() — The Render Loop
This function renders one scene to a clip file:
def render_clip(seg, features, clip_path):
r = Renderer()
r.set_grid(seg["grid"])
S = r.S
random.seed(hash(seg["id"]) + 42) # deterministic per scene
# Build shader chain from config
chain = ShaderChain()
for shader_name, kwargs in seg.get("shaders", []):
chain.add(shader_name, **kwargs)
# Setup feedback buffer
fb = None
fb_cfg = seg.get("feedback", None)
if fb_cfg:
fb = FeedbackBuffer()
fx_fn = seg["fx"]
# Open ffmpeg pipe
cmd = ["ffmpeg", "-y", "-f", "rawvideo", "-pix_fmt", "rgb24",
"-s", f"{VW}x{VH}", "-r", str(FPS), "-i", "pipe:0",
"-c:v", "libx264", "-preset", "fast", "-crf", "20",
"-pix_fmt", "yuv420p", clip_path]
stderr_fh = open(clip_path.replace(".mp4", ".log"), "w")
pipe = subprocess.Popen(cmd, stdin=subprocess.PIPE,
stdout=subprocess.DEVNULL, stderr=stderr_fh)
for fi in range(seg["frame_start"], seg["frame_end"]):
t = fi / FPS
feat = {k: float(features[k][fi]) for k in features}
# 1. Scene renders canvas
canvas = fx_fn(r, feat, t, S)
# 2. Tonemap normalizes brightness
canvas = tonemap(canvas, gamma=seg.get("gamma", 0.75))
# 3. Feedback adds temporal recursion
if fb and fb_cfg:
canvas = fb.apply(canvas, **{k: fb_cfg[k] for k in fb_cfg})
# 4. Shader chain adds post-processing
canvas = chain.apply(canvas, f=feat, t=t)
pipe.stdin.write(canvas.tobytes())
pipe.stdin.close(); pipe.wait(); stderr_fh.close()
Building Segments from Scene Table
segments = []
for i, scene in enumerate(SCENES):
segments.append({
"id": f"s{i:02d}_{scene['name']}",
"name": scene["name"],
"grid": scene["grid"],
"fx": scene["fx"],
"shaders": scene.get("shaders", []),
"feedback": scene.get("feedback", None),
"gamma": scene.get("gamma", 0.75),
"frame_start": int(scene["start"] * FPS),
"frame_end": int(scene["end"] * FPS),
})
Parallel Rendering
Scenes are independent units dispatched to a process pool:
from concurrent.futures import ProcessPoolExecutor, as_completed
with ProcessPoolExecutor(max_workers=N_WORKERS) as pool:
futures = {
pool.submit(render_clip, seg, features, clip_path): seg["id"]
for seg, clip_path in zip(segments, clip_paths)
}
for fut in as_completed(futures):
try:
fut.result()
except Exception as e:
log(f"ERROR {futures[fut]}: {e}")
Pickling constraint: ProcessPoolExecutor serializes arguments via pickle. Module-level functions can be pickled; lambdas and closures cannot. All fx_* scene functions MUST be defined at module level, not as closures or class methods.
Test-Frame Mode
Render a single frame at a specific timestamp to verify visuals without a full render:
if args.test_frame >= 0:
fi = min(int(args.test_frame * FPS), N_FRAMES - 1)
t = fi / FPS
feat = {k: float(features[k][fi]) for k in features}
scene = next(sc for sc in reversed(SCENES) if t >= sc["start"])
r = Renderer()
r.set_grid(scene["grid"])
canvas = scene["fx"](r, feat, t, r.S)
canvas = tonemap(canvas, gamma=scene.get("gamma", 0.75))
chain = ShaderChain()
for sn, kw in scene.get("shaders", []):
chain.add(sn, **kw)
canvas = chain.apply(canvas, f=feat, t=t)
Image.fromarray(canvas).save(f"test_{args.test_frame:.1f}s.png")
print(f"Mean brightness: {canvas.astype(float).mean():.1f}")
CLI: python reel.py --test-frame 10.0
Scene Design Checklist
For each scene:
- Choose 2-3 grid sizes — different scales create interference
- Choose different value fields per layer — don't use the same effect on every grid
- Choose different hue fields per layer — or at minimum different hue offsets
- Choose different palettes per layer — mixing PAL_RUNE with PAL_BLOCKS looks different from PAL_RUNE with PAL_DENSE
- Choose a blend mode that matches the energy — screen for bright, difference for psychedelic, exclusion for subtle
- Add conditional effects on beat — kaleidoscope, mirror, glitch
- Configure feedback for trailing/recursive looks — or None for clean cuts
- Set gamma if using destructive shaders (solarize, posterize)
- Test with --test-frame at the scene's midpoint before full render