Scene Loop Trial
Skill trial · scene-loop on Voyage · 30–31 Oct

Scene Loop Trial

What each step of the new scene-building skill contributed in this run, with the proof, and where the skill (or my use of it) fell short. The run: the launch tower's lighting (rounds BAKE2 to BAKE8) and the painted backdrop (MATTE3, MATTE4). Goal: a launch tower and pad that look real from the cabin.

Verdict so far

The steps find causes instead of retrying; the tower is not finished yet

Skill stepWhat it did in this runProofContribution
Review checks (value sheet)Compared the tower with the concept as numbersBrightness 0.030 → 0.066 (concept 0.083); warmth +0.10 → +0.26; showed the warmth sat in the steelhelped
Stage 5: light on grey firstRendered each light group alone on grey steelWork lights 45.7%, banks 27.9%, keys 17.7%, sky 0.6%; 150° cones with no falloffhelped
AI images: lighting designTwo AI lighting options painted over our grey renderOption A and B (your question 3)helped
Align checkProved the AI options kept our tower's exact layoutEdge recall 0.913, shift ≤ 0.16%, scale 1.00: usable as pixel targetshelped
Two rounds, then change methodStopped hand-tuning after 2 failures; switched to solving the lights by least squaresError in an unseen view 1.96 → 0.54helped
Stage order: light, then materialsSeparated the light from the paintSame lights: grey 0.090, real paint 0.016, so the paint reflected about 0.09 (asphalt)helped late
Stage 6: materialsFixed the paintPaint 0.146 → 0.495, non-metallic; brightness now on targethelped
Bake fidelity check (BAKE6)Traced where the ray-traced pools disappear on the way to the screenNot the encoding (−0.7% energy); the map layout gives each grating triangle 0.2 of a map pixel, and the probe evens out the light. My 9 MB cap had forced the coarse mapshelped
Pin the inputs between roundsBAKE7 used the wrong light rigs; BAKE8 checked every input by hash before and after bakingBAKE7's scores could not count; BAKE8's inputs verified twicelearned the hard way
Stop after two failed attemptsBAKE8 baked both lighting options once each, both failed, and it stoppedNo third bake with tweaked colours; a control render named the cause insteadhelped
Control render (light vs pipeline)Measured the steel in the ray-traced render before it reaches the engineAlready too warm there: 0.28 against the target's 0.09–0.17. The cause is upstream of the enginehelped
Measure before choosing a new methodDISPLAY1 put both sides through one tone curve and split the steel's light by light group, on the real paintThe tone curve explains 6–12% of the gap; the fitted work lights give 66–74% of the front steel's light and are strongly orangehelped
Keep the best round as the baselineNothing replaced BAKE2 unless it passed every gateSeven rounds tried, none installed, the show never got worsehelped
Check before you bake (new gate)BAKE9 summed the per-light renders and tested the predicted picture against every gate before bakingFront wall failed on paper (warmth off by 0.087, pools 25% too strong), so no bake was spent; left wall passedhelped
Known-answer controlBAKE9 lit a white plane with one lamp of known colour[1, .5, .2] came out [1, .25, .04]: every rebuild had squared the light colours. A brightness clamp also broke the sums. Both fixedhelped
Change method at a tool limitMATTE5's AI repaint for a sharper backdropThe tool returns at most about 1254² pixels, and only 1 of 8 tiles kept the layout; MATTE6 switches method (detail from our own renders, and your partial-image completion)caught late
Calibrate the score firstTested the backdrop score against my judgements before using itOld score ranked the better backdrop worse; new score 14/14 pairs and all stress testshelped
The owner's partThree decisions asked with picturesYou answered 1B and size; question 3 was unclear (fixed below)first use
Stages 0–4 for the towerSkipped: the tower and its concept existed before the skillNo evidence either waynot tested
Stage 4: paint-over + align checkThe backdrop: 54 AI tiles checked against the renders they came from (MATTE4)Only 29 of 54 kept the layout; the drifted 25 were kept out of the show. The leftover patchwork looks worse than round 1caught drift; method failed
Improve or change methodBackdrop rounds 2–4 each changed methodEach looked worse than round 1; the rule never said to go backgap
Stages 7–9Not reached—not tested

The proof, step by step

BAKE9 + MATTE5 · check before bake, known-answer control

A failing fit stopped on paper, and a hidden bug found

helped
Front and left tower crops: the amber target, BAKE2 in the show with brown steel, and BAKE9's predicted and Blender-checked fits with neutral grey steel but no amber pools; below, the backdrop's back wall before and after the seam fix
Target · in the show (BAKE2) · BAKE9 predicted · BAKE9 checked in Blender. Bottom: the backdrop seam before and after

BAKE9 refitted the lights on the real paint and, before baking, tested the predicted picture against the gates. The left wall passed; the front failed (warmth off by 0.087 against ±0.05, pools 25% too strong), so it stopped without spending a bake. Its known-answer control found that the light colour had been applied twice in every rebuild, squaring it. With that fixed the steel is neutral, but the amber pools went too: one colour per light group cannot be both a neutral wash and a warm pool. BAKE10 splits the lamps by role.

MATTE5 fixed the back-wall seam in the engine (a sampling fault, not the painting). Its sharper repaint failed on the AI tool's size limit, which the skill had not asked anyone to measure up front.

The new gate saved a bake; a control found a bug three rounds had carried; my earlier explanation (fitting on grey) was only part of the cause.

BAKE7–8 · stop rule + control render

Two clean bakes failed, so the method ends here

helped
Rows for options A and B: the AI target with grey steel and warm lamp pools, BAKE2 with brown steel, and BAKE8 with brown steel
Left: the AI target · middle: BAKE2, in the show · right: BAKE8, which failed its gate

BAKE7 gave every deck enough map pixels to hold a pool of light (20+ per pool, up from 0.2 per grating triangle), but it baked with the wrong light rigs, so its scores could not count. BAKE8 re-baked both options with the right rigs, checked by hash, and with the speckle removed. Both still failed: similarity 0.55 and 0.54 against a floor of 0.63, and the steel too warm by 0.12–0.21.

The skill then asks for a cause, not a third try. BAKE8's control render measured the steel in the ray-traced picture itself, before the engine touches it: it is already 0.28 warm against the target's 0.09–0.17. So no amount of work on the engine side can fix it. Two candidates remain, and DISPLAY1 is measuring both now: the colour curve (Blender's and the engine's tone curves differ by up to 0.13 on a warm grey card), and the steel's paint and grime colour (the targets show clean grey steel).

Stopped a dead-end method after two rounds and narrowed the cause to the scene's lights, paint or colour curve, not the engine.

Measuring · DISPLAY1

The tone curve was not it; the fitted lights are too orange

helped
Four crops of the same gantry: the AI target with grey steel and local warm pools; the ray-traced render through Blender's curve and through the engine's curve, nearly identical and warm all over; the engine render, darker and browner
Target · ray-traced through Blender's curve · the same through the engine's curve · in the engine

Before picking a new method, the skill asks for a measurement rather than a guess. Through one shared tone curve, the two middle pictures are almost identical: the curve closes only 6–12% of the warmth gap. Splitting the steel's light by group on the real paint shows where the rest comes from. The front work lights alone give 66–74% of it, and the colour BAKE4 solved for them is a deep orange that washes over every member, where the target keeps the steel grey and the warmth inside each pool.

Named the cause (the fitted light colours, chosen while the steel was grey) and priced three ways forward, so the method choice is yours with numbers instead of another round.

Review checks

The value sheet: "looks fake" becomes a measurable diagnosis

helped
Value sheet rows: concept, tower before baking, BAKE2 tower; colour, greyscale, squint, value bands and histogram
Rows: concept, before, BAKE2. Columns: colour, grey, squint, five value bands, brightness histogram

Before the skill, a round's verdict was "still not real". With the sheet, BAKE2 was measured against the concept: brightness 0.030 → 0.066 (concept 0.083), warmth +0.10 → +0.26 (+0.28), crushed black 17% → 6% (3%). The squint column showed the defect the numbers hid: the concept has separate bright pools, ours an even glow, and the colour column shows the warmth sitting in the steel, not in the lamps.

Turned one vague verdict into three numbers and one named defect, which became BAKE3's brief.

Stage 5

Light on grey steel first: the cause of the peach tint, measured

helped
The tower on flat grey material, lit by each light group alone: sky, floodlight banks, keys, work lights, and all together
Grey tower lit by each light group alone, with its share of the tower's light

The skill's rule is to judge lighting on flat grey materials, one light group at a time. That showed the sky gives 0.6% of the tower's light and the warm work lights 45.7%: 171 lamps with 150° cones and no falloff, whose pools overlap until no dark gaps are left. Without this step the next round would have been another guess at colours.

Cause found in one round, with a number per light group.

AI images + align check

AI lighting options that match our tower exactly

helped
Two AI lighting options of the tower: A tight cool pools, B warmer amber pools
Your question 3: left A (tight, cooler pools), right B (warmer amber pools)
Align check overlay: render edges red, AI edges cyan, overlap white
Align check: our render's edges red, the AI image's cyan, overlap white

The skill says AI does the painting, from our own renders, and only an image that passes the align check may be used as an exact target. Both options passed (edge recall 0.913, shift at most 0.16%, scale 1.00), so the next round could fit to them pixel by pixel instead of comparing against a concept with a different layout.

An exact target for lighting in one step, and a picture-based choice for you.

Two rounds, then change method

Hand-tuning stopped; the lights were solved instead

helped
AI target on grey, the fitted lights on grey, and the fitted lights with the real materials
Left: AI target. Middle: fitted lights on grey (brightness 0.090). Right: the same lights with our real paint (0.016)

BAKE3 hand-tuned two light rigs; both failed, so it stopped, as the skill requires. BAKE4 changed method: render each of 29 light groups alone, then solve for the brightness and colour of every group that best reproduces the chosen option. Checked in a window it was not fitted on, the error fell from 1.96 to 0.54.

The rule prevented a third and fourth round of guessing, and the new method matched the target on grey.

Stage order → Stage 6

Light and paint separated: the steel was as dark as asphalt

helped late
Tower crops: AI target, BAKE2 in the show, BAKE5 with corrected paint
AI target · BAKE2 (in the show) · BAKE5 (paint fixed)

Because lighting had been matched on grey, the drop to 0.016 with real materials could only come from the materials: an effective reflectance of about 0.09, where painted grey steel is about 0.45–0.55. BAKE5 traced it to the paint colours and weathering, fixed the paint (0.146 → 0.495, non-metallic) and brought the brightness onto target.

Still wrong and now being fixed (BAKE6): the pools that the ray-traced render has are lost in the baked version (similarity 0.51 against 0.63 before), the lamp heads do not glow, and brown grime streaks remain.

Found the real blocker. But only after two lighting rounds: see the gaps below.

Measuring

Calibrate the score before it decides anything

helped
The unwrapped painted backdrop, east half
MATTE3's painted backdrop (unwrapped); the tile brightness blocks along the top are MATTE4's job

An automatic score had judged the first painted backdrop worse than the bare pad; by eye it was clearly better. The skill forbids using a score that disagrees with human judgement. The score was rebuilt and tested on 14 pairs I had judged and on synthetic damage (blur, darkening, shifts) before use: 14/14 and every stress test passed.

Prevented a broken number from stopping good work.

Stage 4 · MATTE4

The align check kept drifted paint out, and showed the tiled method's limit

caught drift; method failed
Front window at T-1:15: no painting, round 1 flat painting, round 4 projected tiles
No painting · round 1 (one flat painting) · round 4 (projected tiles)

The skill only lets an AI image be projected if it keeps the render's layout. In MATTE4, 25 of the 54 AI tiles had shifted or rescaled (horizons, coastlines, buildings), so they were held back and those regions fell back to the plain render. That kept wrong geometry off the walls. It also showed the method's ceiling: the remaining patchwork of painted and unpainted tiles reads as blocks and smears, clearly worse than round 1's single painting.

The check worked as designed; the method did not. Rounds 2–4 never beat round 1, and the skill had no rule to go back (see below).

What the run exposed

Gaps in the skill, and in how I used it