Added Ridgeline Plots and layers output

This commit is contained in:
2026-05-29 17:17:06 -04:00
parent 56c59a1f9c
commit e38f11f71a
79 changed files with 356982 additions and 21 deletions

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<!DOCTYPE html><html><head><meta charset="utf-8">
<style>html,body{margin:0;background:#222}.grid{display:grid;grid-template-columns:repeat(2,1fr);gap:8px;padding:10px;width:2000px}figure{margin:0;position:relative;background:#fff;overflow:hidden}img{width:100%;display:block}figcaption{position:absolute;left:0;bottom:0;right:0;padding:6px 10px;font:13px ui-monospace,monospace;color:#fff;background:linear-gradient(transparent,#000d)}</style></head><body>
<div class="grid"><figure><img src="01_calm-ridgeline.svg"><figcaption>calm ridgeline · calm · low-q swells, few blips</figcaption></figure><figure><img src="02_vacuum-seethe.svg"><figcaption>vacuum seethe · vacuum seethe · many spiralling blips</figcaption></figure><figure><img src="03_dense-fine.svg"><figcaption>dense fine · dense fine weave</figcaption></figure><figure><img src="04_sparse-bold.svg"><figcaption>sparse bold · sparse · bold soft swells</figcaption></figure><figure><img src="05_deep-horizon.svg"><figcaption>deep horizon · deep horizon · more sky above the mound</figcaption></figure><figure><img src="06_verdigris-seethe.svg"><figcaption>verdigris seethe · verdigris vacuum · oxidised</figcaption></figure></div></body></html>

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<!DOCTYPE html><html><head><meta charset="utf-8"><title>vacuum carpet · plexi deck</title>
<style>html,body{margin:0;background:#0c0c0c}.stage{position:relative;width:1500px;height:1500px;margin:30px auto;background:rgb(226,219,199);box-shadow:0 0 120px #000 inset}.stage img{position:absolute;inset:0;width:100%;height:100%}.L3{filter:blur(2.2px);opacity:.5;transform:translateY(-6px) scale(1.01)}.L2{filter:blur(1px);opacity:.72;transform:translateY(-2px)}.L1{opacity:.95}.cap{max-width:1500px;margin:0 auto;color:#888;font:12px ui-monospace,monospace;padding:0 4px}</style></head><body>
<div class="stage"><img class="L3" src="layers/L3_back.svg"><img class="L2" src="layers/L2_mid.svg"><img class="L1" src="layers/L1_front.svg"></div>
<p class="cap">deck (back→front): film/diffusion · L3 · L2 · L1 · [bubble chamber]. back sheets blurred+dimmed = air-gap depth of field.</p></body></html>

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<!DOCTYPE html><html><head><meta charset="utf-8">
<style>html,body{margin:0;background:#222}.grid{display:grid;grid-template-columns:repeat(2,1fr);gap:8px;padding:10px;width:2000px}figure{margin:0;position:relative;background:#fff;overflow:hidden}img{width:100%;display:block}figcaption{position:absolute;left:0;bottom:0;right:0;padding:6px 10px;font:13px ui-monospace,monospace;color:#fff;background:linear-gradient(transparent,#000d)}</style></head><body>
<div class="grid">
<figure><img src="01_floor-to-horizon.svg"><figcaption>floor to horizon · flat floor · low pitch · rushes to a horizon</figcaption></figure>
<figure><img src="02_floor-three-quarter.svg"><figcaption>floor three quarter · floor · 3/4 view · vanishing to the side</figcaption></figure>
<figure><img src="03_tunnel-inside.svg"><figcaption>tunnel inside · camera INSIDE · walls/floor/ceiling rush inward</figcaption></figure>
<figure><img src="04_corridor-3q.svg"><figcaption>corridor 3q · corridor · slight angle · one-point-ish</figcaption></figure>
<figure><img src="05_exaggerated-bleed.svg"><figcaption>exaggerated bleed · full lattice · strong persp · near corner blows off-page</figcaption></figure>
<figure><img src="06_diagonal-rush.svg"><figcaption>diagonal rush · diagonal rush across the frame</figcaption></figure>
<figure><img src="07_vaulted-ceiling.svg"><figcaption>vaulted ceiling · looking UP · ceiling lattice vaulting away</figcaption></figure>
<figure><img src="08_deep-floor-strong.svg"><figcaption>deep floor strong · widest, deepest floor · strongest vanishing</figcaption></figure>
</div></body></html>

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<!DOCTYPE html><html><head><meta charset="utf-8">
<style>html,body{margin:0;background:#222}.grid{display:grid;grid-template-columns:repeat(3,1fr);gap:8px;padding:10px;width:2100px}figure{margin:0;position:relative;background:#fff;overflow:hidden}img{width:100%;display:block}figcaption{position:absolute;left:0;bottom:0;right:0;padding:6px 10px;font:13px ui-monospace,monospace;color:#fff;background:linear-gradient(transparent,#000d)}</style></head><body>
<div class="grid">
<figure><img src="01_iso-default.svg"><figcaption>iso default · isometric · default 3/4</figcaption></figure>
<figure><img src="02_yaw-front.svg"><figcaption>yaw front · yaw 0° · facing a face</figcaption></figure>
<figure><img src="03_yaw-deep.svg"><figcaption>yaw deep · yaw -70° · spun round</figcaption></figure>
<figure><img src="04_pitch-low.svg"><figcaption>pitch low · pitch 12° · near eye-level</figcaption></figure>
<figure><img src="05_pitch-steep.svg"><figcaption>pitch steep · pitch 58° · looking down</figcaption></figure>
<figure><img src="06_pitch-top.svg"><figcaption>pitch top · pitch 78° · near top-down</figcaption></figure>
<figure><img src="07_persp-mild.svg"><figcaption>persp mild · perspective 0.45 · gentle depth</figcaption></figure>
<figure><img src="08_persp-strong.svg"><figcaption>persp strong · perspective 0.9 · dist 2.6 · dramatic</figcaption></figure>
<figure><img src="09_persp-corner.svg"><figcaption>persp corner · into a corner · 1-pt-ish</figcaption></figure>
<figure><img src="10_roll-cant.svg"><figcaption>roll cant · roll 18° · canted + persp 0.4</figcaption></figure>
<figure><img src="11_hero-tunnel.svg"><figcaption>hero tunnel · low + strong persp · tunnel</figcaption></figure>
<figure><img src="12_hero-vault.svg"><figcaption>hero vault · steep + persp · vaulted ceiling</figcaption></figure>
</div></body></html>