Docs: 07-21 ArtStaging A0 value/composition rework log (J) + roadmap A0 update
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -170,6 +170,18 @@ Runs parallel with 4–6 where possible.
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> home for the flicker anyway.) The staging warm/cold read now separates by **value + flicker-cadence**, not hue alone
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> (passes the grayscale/colorblind check).
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> **A0 update (2026-07-21) — value/composition rework pass.** A critical re-read of the staging scene found
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> the mood + material system passing but the value hierarchy INVERTED (the suit's albedo/lamp out-valued the
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> beacon — the opposite of "light is territory") and the composition weak (Drowner facing away + dying at
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> 200px; crate occluded; T-pose). Fixed headless: global fill lights cut (KeyWarm 1.25→0.15, Caustics 32→9,
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> GloamFill 0.5→0.22), `WarmPool` reworked into a downward warm SPOT = a defined ground-territory disc, suit
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> lamp emissive tamed + bloom threshold raised (killed a blown chest streak), Drowner faced-to-camera + accents
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> boosted, triad recomposed (crate in-pool / Drowner at the lit edge / suit center). Grayscale now shows the
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> beacon as the value winner + a mid-value warm territory — the three-way mechanical judge PASSES.
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> **Still open for sign-off: the suit POSE (a Blender rig+pose sitting — the body is an unrigged Synty mesh +
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> 37 welded attachments; aligns with the A3 Wick-sculpt work) + the eyes-on-only criteria (flicker-cadence,
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> the "this game and no other game" call).** See [[2026-07-21_ArtStaging_A0_Value_Pass_J]].
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## A1 — Pipeline proof (runs alongside Phase 1)
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1. **Two written recipes, checklist-grade** (this project runs on distilled gotchas; the art pipeline gets the same treatment):
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