// Post-FX per-shot parameter tracks. // Shot boundaries: Setup=0.0, Build=3.5, Crew1=4.5, Crew2=7.0, Silence=9.5, // Drop=10.5, Pulse=11.5/12.5/13.5, Mid=14.0, Title=14.5, Out=19.0. // // DoF: focus_scale (dof_focus_scale) and focus_point (dof_focus_distance) both moved to cam.seq.ron, // alongside cam_fov, cam_pos, cam_look_at — all camera-owned tracks. // MB: velocity_scale = shutter_angle/360 — 0.0 = disabled. // 0.5 = 180° cinematic (24fps), 0.25 = 90° crisp action. // Bloom: strength = additive weight of blurred pyramid. // filter_radius = upsample UV offset (halo size). Default 0.005. // CA: ca_strength = chromatic aberration radial offset in UV units. 0.0 = off. ( duration: 20.000, looping: true, tracks: [ ( // Bloom peaks during defocus shots — emissive bokeh discs become glowing orbs. id: "bloom_strength", kind: F32, keyframes: [ (t: 0.000, v: 0.07, e: Step), // Setup: defocused visor — warm glow, not a lighthouse (t: 2.000, v: 0.05, e: Step), // ShotB: blue back-light bloom spreads into haze (t: 3.000, v: 0.04, e: Step), // ShotA resume (t: 3.500, v: 0.06, e: Step), // Build: side angle — restrained bleed (t: 4.500, v: 0.04, e: Step), // Crew1 = ShotA (t: 7.000, v: 0.04, e: Step), // Crew2+: barely there — presence not spectacle (t: 20.000, v: 0.04, e: Step), ], ), ( // Wider halo during heavy bokeh — tight when sharp so detail stays crisp. id: "bloom_filter_radius", kind: F32, keyframes: [ (t: 0.000, v: 0.006, e: Step), // Setup: tight halo — suggests glow without smearing (t: 2.000, v: 0.006, e: Step), // ShotB: wide halo for atmospheric blue spread (t: 3.000, v: 0.012, e: Step), // ShotA resume (t: 3.500, v: 0.005, e: Step), // Build: standard (t: 4.500, v: 0.012, e: Step), // Crew1 = ShotA (t: 7.000, v: 0.005, e: Step), // Crew2+: standard (t: 20.000, v: 0.005, e: Step), ], ), ( // Radial RGB split in UV units, applied in PassLens with the barrel distortion. id: "ca_strength", kind: F32, keyframes: [ (t: 0.000, v: 0.002, e: Step), (t: 10.500, v: 0.010, e: Step), (t: 11.000, v: 0.002, e: Smooth), (t: 11.500, v: 0.002, e: Smooth), ], ), ( id: "mb_velocity_scale", kind: F32, keyframes: [ (t: 0.000, v: 0.5, e: Step), // Setup — 180° cinematic (t: 3.500, v: 0.5, e: Step), // Build (t: 4.500, v: 0.5, e: Step), // Crew1 (t: 7.000, v: 0.5, e: Step), // Crew2 (t: 20.000, v: 0.5, e: Step), ], ), ], cues: [ // Screenshake impulse: params = [trauma 0-1, frequency Hz, duration s]. (t: 10.500, event: "Shake", params: [1.0, 10.0, 0.5]), // Second impulse on the same beat: a fifth of the trauma over three times the length — // the low rumble the hard crack decays into. (t: 10.500, event: "Shake", params: [0.2, 10.0, 1.5]), ], )