v3: P2 prompt pack (scenes 00, II-V) + pilot bench - regime detect, HUD, hand scrub
This commit is contained in:
+59
-23
@@ -96,6 +96,12 @@ body{margin:0;background:var(--void);color:var(--ink);font-family:var(--sans);
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.masthead{padding:10vh 22px 6vh}
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}
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/* ---- pilot bench (HUD + hand scrub) - strip before P3 wiring ---- */
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.bench{width:min(720px,100%);margin:18px auto 0;text-align:center}
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.bench input{width:100%;accent-color:var(--cyan)}
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.bench .hud{font-family:var(--mono);font-size:.68rem;letter-spacing:.06em;
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color:var(--dim);margin:.5rem 0 0}
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/* ---- no JS: the flat hero and the full legend are the page ---- */
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body:not(.fx) .slab{display:none}
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body:not(.fx) .legend li{position:static;transform:none;opacity:1}
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@@ -157,37 +163,67 @@ body:not(.fx) .legend{height:auto;min-height:0;display:flex;flex-direction:colum
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setLit(t);
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};
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const mm = gsap.matchMedia();
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// ---- pilot bench: HUD + hand scrub - strip before P3 wiring ----
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const bench = document.createElement("div");
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bench.className = "bench";
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bench.innerHTML =
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'<input type="range" min="0" max="1000" value="0" aria-label="scrub the teardown">' +
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'<p class="hud">boot</p>';
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document.querySelector(".pin").appendChild(bench);
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const hud = bench.querySelector(".hud");
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const slider = bench.querySelector("input");
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let mode = "boot";
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const show = v => {
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hud.textContent = mode + " \u00b7 " + innerWidth + "x" + innerHeight +
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" \u00b7 scroll " + Math.round(scrollY) + " of " +
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Math.max(0, document.documentElement.scrollHeight - innerHeight) +
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" \u00b7 t=" + v.toFixed(2);
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slider.value = String(Math.round(v * 1000));
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};
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const drive = v => { apply(v); show(v); };
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slider.addEventListener("input", () => drive(+slider.value / 1000));
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mm.add("(min-width: 861px) and (prefers-reduced-motion: no-preference)", () => {
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const st = ScrollTrigger.create({
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// The artifact viewer can size the iframe to the content and scroll the PARENT page:
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// then this window never scrolls and a pinned scrub can never fire. Pick the engine
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// by what the environment can actually do, not by viewport width alone.
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const initPin = () => {
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mode = "pin+scrub";
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ScrollTrigger.create({
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trigger: "#course-1",
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start: "top top",
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end: "+=2200",
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pin: ".pin",
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scrub: 0.6,
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onUpdate: self => apply(self.progress),
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onUpdate: self => drive(self.progress),
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onRefreshInit: () => apply(0)
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});
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apply(0);
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return () => { st.kill(); apply(1); };
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});
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ScrollTrigger.refresh();
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drive(0);
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};
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// Small screens and reduced-motion: no pin, no scrub. The scene assembles once on
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// entry so the teardown still *reads*, then stays put.
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mm.add("(max-width: 860px), (prefers-reduced-motion: reduce)", () => {
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if (RM) { apply(1); return () => {}; }
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apply(0);
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const st = ScrollTrigger.create({
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trigger: "#course-1",
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start: "top 70%",
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once: true,
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onEnter: () => gsap.to({ v: 0 }, {
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v: 1, duration: 1.5, ease: "power3.out",
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onUpdate: function () { apply(this.targets()[0].v); }
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})
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});
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return () => { st.kill(); apply(1); };
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});
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const initAssemble = () => {
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mode = "assemble";
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document.querySelector(".pin").style.minHeight = "0"; // svh is degenerate when the frame is content-sized
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drive(0);
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const io = new IntersectionObserver(es => {
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if (!es.some(e => e.isIntersecting)) return;
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io.disconnect();
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gsap.to({ v: 0 }, {
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v: 1, duration: 1.6, ease: "power3.out",
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onUpdate: function () { drive(this.targets()[0].v); }
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});
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}, { threshold: 0.15 });
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io.observe(scene);
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};
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const boot = () => {
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if (RM) { mode = "reduced-motion"; drive(1); return; }
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const scrollable = document.documentElement.scrollHeight - innerHeight > 120;
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if (scrollable && matchMedia("(min-width: 861px)").matches) initPin();
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else initAssemble();
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};
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const flat = scene.querySelector(".flat");
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(flat.decode ? flat.decode().catch(() => {}) : Promise.resolve())
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.then(() => requestAnimationFrame(() => requestAnimationFrame(boot)));
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})();
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</script>
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@@ -0,0 +1,47 @@
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# Scene prompt - Course 00: terminal surround (M5 - DOM bezel owns the text)
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The CRT terminal itself is DOM-drawn; this hero only DRESSES the scene around it. The
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composition rule is therefore inverted from every other scene: the centre must stay EMPTY.
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Generate ~4 at 16:9, curate with the reject checklist, save to disk for pickup.
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---
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Dark technical exploded-view illustration in a cinematic sci-fi engineering style.
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Solid near-black deep void background, hex #070b14 - completely clean: no stars, no grid,
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no texture, no particles behind or around the objects. Matte dark metal-and-glass surfaces
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with glowing neon edge lighting: primary cyan #3fbaf5, secondary magenta #e879f9 accents,
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cool white rim highlights. Even studio lighting, no vignette, no lens flare,
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no depth-of-field blur. ABSOLUTELY NO text, no letters, no numbers, no words, no code,
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no glyphs, no labels, no arrows, no callout lines, no UI elements anywhere in the image -
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every surface marking must be an abstract geometric pattern only. Every component is fully
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separated from its neighbours by generous gaps of pure void - nothing touching, nothing
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overlapping, and no beams, cables, or connectors spanning between the separated parts.
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The subject: six dark angular machine fragments - broken armour plates, chamfered metal
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shards, and slim engineering brackets with glowing cyan edge seams and occasional magenta
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accents - floating in a loose ring near the OUTER EDGES of the frame, as if a machine
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casing has just blown apart outward. The exact centre of the frame is a large empty
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rectangular region of pure void, roughly half the frame wide and half the frame tall,
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with absolutely nothing inside it and nothing crossing into it. The fragments are
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distributed around that empty centre: top-left, top-right, left, right, bottom-left,
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bottom-right. Each fragment floats alone, fully surrounded by void, angled as if caught
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mid-explosion, drifting away from the empty centre.
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---
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## Build-side notes (not part of the prompt)
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- **Deviation from the master block:** "subject perfectly centered" is replaced by the
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empty-centre rule above - the DOM CRT bezel occupies the centre rect and owns all text.
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30-degree iso camera is dropped too: fragments are free-floating, no ground plane.
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- **Slice plan:** ~6 polygons, one per fragment. At rest the fragments sit at their hero
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positions framing the terminal; on scroll they fly OUTWARD past the frame edge while the
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DOM terminal does its own shard-shatter (P1b). Outward travel past the hero layout is
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SAFE in this scene only: the fragments never overlap in the hero, so no slice carries a
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hidden bite. The clamp rule still applies to every other scene.
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- **Registration:** the bezel's text rect anchors to the DOM grid, never to pixels in this
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image. The empty-centre rect in the hero just has to be COMFORTABLY larger than the
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bezel at every width (360-1440px check at P1b).
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- **Legend mapping:** none - Course 00 has no legend; the terminal copy carries the scene.
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- **Watermark:** Gemini sparkle bottom-right - strip with
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`bztmon-site/scripts/dewatermark.mjs` before slicing.
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@@ -0,0 +1,46 @@
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# Scene prompt - Course II scene A: the cluster (decide / run split)
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v2 diagram: CONTROL PLANE slab above NODE 1/2/3 - "decide above, run below". Four parts.
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Generate ~4 at 16:9, curate with the reject checklist, save to disk for pickup.
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---
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Dark technical exploded-view illustration in a cinematic sci-fi engineering style.
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Solid near-black deep void background, hex #070b14 - completely clean: no stars, no grid,
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no texture, no particles behind or around the objects. Matte dark metal-and-glass surfaces
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with glowing neon edge lighting: primary cyan #3fbaf5, secondary magenta #e879f9 accents,
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cool white rim highlights. Camera: fixed 30-degree isometric angle, subject perfectly
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centered with generous empty margins on all sides. Even studio lighting, no vignette,
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no lens flare, no depth-of-field blur. ABSOLUTELY NO text, no letters, no numbers, no
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words, no code, no glyphs, no labels, no arrows, no callout lines, no UI elements
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anywhere in the image - every surface marking must be an abstract geometric pattern
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only. Every component is fully separated from its neighbours by generous gaps of pure
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void - nothing touching, nothing overlapping, and no beams, cables, or connectors
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spanning between the separated parts.
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The subject: a small fleet of four machines floating in the void, mid-explosion.
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At the top: one wide, flat command slab of dark brushed metal, clearly the authority of
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the scene - a strong cyan glowing seam around its edge and a fine glowing lattice pattern
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across its top face, hovering alone with a large gap of void beneath it.
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Below it: a row of three identical compact worker blocks, evenly spaced with generous
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void gaps between them - chunky dark metal cubes, each with a subtle cyan edge glow and
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a single soft magenta accent line, visibly simpler and plainer than the command slab
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above. All three share the same size and design, reading as interchangeable units.
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The four machines are aligned as one formation pulled apart for inspection: one commander
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above, three identical workers below.
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---
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## Build-side notes (not part of the prompt)
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- **Slice plan:** 4 polygons - control plane, node 1, node 2, node 3. Collapse pulls the
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three nodes up and inward toward the slab (formation closes); scrub opens it to the
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hero layout. Travel clamps at the hero - no overshoot.
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- **Legend mapping (v2 terms carried to DOM):** control plane "decides - holds truth,
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schedules, reconciles" / nodes "run pods" / the decide-vs-run split line. Terms:
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declarative intent, reconciliation loop, desired vs actual state.
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- **Watermark:** Gemini sparkle bottom-right - strip with
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`bztmon-site/scripts/dewatermark.mjs` before slicing.
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@@ -0,0 +1,57 @@
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# Scene prompt - Course II scene B: the control plane (four processes and a filing cabinet)
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v2 diagram: kube-apiserver (the only door), etcd (consensus truth), scheduler
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(filter -> score -> bind), controller-manager (the loops). Five parts.
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Generate ~4 at 16:9, curate with the reject checklist, save to disk for pickup.
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---
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Dark technical exploded-view illustration in a cinematic sci-fi engineering style.
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Solid near-black deep void background, hex #070b14 - completely clean: no stars, no grid,
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no texture, no particles behind or around the objects. Matte dark metal-and-glass surfaces
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with glowing neon edge lighting: primary cyan #3fbaf5, secondary magenta #e879f9 accents,
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cool white rim highlights. Camera: fixed 30-degree isometric angle, subject perfectly
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centered with generous empty margins on all sides. Even studio lighting, no vignette,
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no lens flare, no depth-of-field blur. ABSOLUTELY NO text, no letters, no numbers, no
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words, no code, no glyphs, no labels, no arrows, no callout lines, no UI elements
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anywhere in the image - every surface marking must be an abstract geometric pattern
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only. Every component is fully separated from its neighbours by generous gaps of pure
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void - nothing touching, nothing overlapping, and no beams, cables, or connectors
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spanning between the separated parts.
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The subject: five distinct machines floating apart in the void, the internals of one
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control room pulled apart for inspection.
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Front and centre: a tall imposing gateway block - a monolithic dark metal doorframe with
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a single bright cyan glowing vertical slot down its middle, clearly the only entrance to
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the scene, the most commanding object in the frame.
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Behind and below the gateway: a heavy squat vault - a dark armoured strongbox with
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layered horizontal plates like sealed drawers and a deep cyan glow escaping from its
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seams, visibly the most protected object in the scene.
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To the left of the gateway: a precise instrument block - a slim dark machine with a
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tilted glass top face showing an abstract geometric sorting pattern of cyan facets,
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elegant and analytical.
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To the right of the gateway: a compact engine block with several small circular recesses
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on its face, each recess holding a glowing magenta ring, like a bank of idling rotary
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mechanisms.
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Above the gateway, small and off to one side: a little drifting cluster of three tiny
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identical dark chips with faint cyan edges, minor satellites of the bigger machines.
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---
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## Build-side notes (not part of the prompt)
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- **Slice plan:** 5 polygons - apiserver gate, etcd vault, scheduler instrument,
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controller-manager ring bank, the chip cluster (spawned pods motif). Collapse draws
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everything in toward the gate (everything watches the api-server, nothing talks
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sideways); scrub opens to the hero. Clamp at hero.
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- **Legend mapping (v2 terms):** kube-apiserver "the only door - authn, authz, admission,
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persistence" / etcd "consensus truth - quorum or nothing" / scheduler
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"filter -> score -> bind" / controller-manager "the reconciliation loops" / chips =
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Deployment -> ReplicaSet -> pods lineage.
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- **Watermark:** Gemini sparkle bottom-right - strip with
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`bztmon-site/scripts/dewatermark.mjs` before slicing.
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@@ -0,0 +1,54 @@
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# Scene prompt - Course III scene A: the node (where intent becomes a process)
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v2 diagram: kubelet -> containerd/CRI-O -> CNI -> kube-proxy, pod lands here.
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"kubelet drives, runtime executes, cni wires, proxy routes." Five parts.
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Generate ~4 at 16:9, curate with the reject checklist, save to disk for pickup.
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---
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Dark technical exploded-view illustration in a cinematic sci-fi engineering style.
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||||
Solid near-black deep void background, hex #070b14 - completely clean: no stars, no grid,
|
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no texture, no particles behind or around the objects. Matte dark metal-and-glass surfaces
|
||||
with glowing neon edge lighting: primary cyan #3fbaf5, secondary magenta #e879f9 accents,
|
||||
cool white rim highlights. Camera: fixed 30-degree isometric angle, subject perfectly
|
||||
centered with generous empty margins on all sides. Even studio lighting, no vignette,
|
||||
no lens flare, no depth-of-field blur. ABSOLUTELY NO text, no letters, no numbers, no
|
||||
words, no code, no glyphs, no labels, no arrows, no callout lines, no UI elements
|
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anywhere in the image - every surface marking must be an abstract geometric pattern
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only. Every component is fully separated from its neighbours by generous gaps of pure
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void - nothing touching, nothing overlapping, and no beams, cables, or connectors
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spanning between the separated parts.
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The subject: five machines arranged in a descending diagonal chain from upper left to
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lower right, one workstation pulled apart into its stations, each floating alone with
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generous void between them.
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First, upper left: a compact command module - a dark angular unit with a bright cyan
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glowing visor strip across its front, alert and directive, the driver of the chain.
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Second: a powerful engine block - the largest unit, dark layered metal with visible
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stacked internal plates glowing faint cyan at their edges, an industrial machine built
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to assemble and launch things.
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Third: a wiring hub - a dark ring-shaped unit with evenly spaced glowing cyan ports
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around its rim and one bright magenta port, clearly the connector of the group.
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Fourth, lower right: a routing prism - a faceted dark crystal wedge with thin magenta
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light tracing its edges, sharp and directional.
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Fifth, floating just above the chain's midpoint: a small sealed capsule - a smooth dark
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pill-shaped pod with a soft white-cyan glow, the payload this whole chain exists to run,
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descending toward the engine block but not touching anything.
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---
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## Build-side notes (not part of the prompt)
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- **Slice plan:** 5 polygons - kubelet visor module, containerd engine, CNI ring hub,
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kube-proxy prism, the pod capsule. Collapse packs the chain into one tight machine
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(capsule docked); scrub opens the diagonal and lets the capsule hover. Clamp at hero.
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- **Legend mapping (v2 terms):** kubelet "node agent - the only thing that starts your
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container" / containerd/CRI-O "pulls images, runs containers (CRI)" / CNI plugin
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"a real IP per pod" / kube-proxy or eBPF "makes Services route" / pod "lands here".
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- **Watermark:** Gemini sparkle bottom-right - strip with
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`bztmon-site/scripts/dewatermark.mjs` before slicing.
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@@ -0,0 +1,55 @@
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# Scene prompt - Course III scene B: the pod (one IP, shared fate)
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v2 diagram: the jacket around containers - app, sidecar, initContainer, volumes, probes,
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one shared network namespace. Six parts.
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Generate ~4 at 16:9, curate with the reject checklist, save to disk for pickup.
|
||||
|
||||
---
|
||||
|
||||
Dark technical exploded-view illustration in a cinematic sci-fi engineering style.
|
||||
Solid near-black deep void background, hex #070b14 - completely clean: no stars, no grid,
|
||||
no texture, no particles behind or around the objects. Matte dark metal-and-glass surfaces
|
||||
with glowing neon edge lighting: primary cyan #3fbaf5, secondary magenta #e879f9 accents,
|
||||
cool white rim highlights. Camera: fixed 30-degree isometric angle, subject perfectly
|
||||
centered with generous empty margins on all sides. Even studio lighting, no vignette,
|
||||
no lens flare, no depth-of-field blur. ABSOLUTELY NO text, no letters, no numbers, no
|
||||
words, no code, no glyphs, no labels, no arrows, no callout lines, no UI elements
|
||||
anywhere in the image - every surface marking must be an abstract geometric pattern
|
||||
only. Every component is fully separated from its neighbours by generous gaps of pure
|
||||
void - nothing touching, nothing overlapping, and no beams, cables, or connectors
|
||||
spanning between the separated parts.
|
||||
|
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The subject: one sealed capsule blown open into its six pieces, all floating apart in
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the void, mid-explosion.
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The two halves of the capsule shell, upper left and upper right: smooth semi-transparent
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frosted-glass shells with a soft cyan rim glow, clearly two halves of one enclosure that
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||||
has been opened, each floating alone.
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||||
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Centre: the main core - an upright glowing cylinder of dark metal and glass with a
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strong cyan light column inside it, the heart of the scene and its brightest object.
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Beside the core, slightly smaller: a companion cylinder of the same design language but
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with a magenta light column, clearly a partner unit rather than a twin.
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Below the core: a flat gate wedge - a low dark chamfered block with a single amber-white
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glowing edge, positioned underneath everything like a foundation step.
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||||
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To the lower right: a short stack of three thin crystalline discs with faint cyan edge
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light, neatly aligned but not touching, storage-like and passive.
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---
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## Build-side notes (not part of the prompt)
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- **Slice plan:** 6 polygons - shell half L, shell half R, app core, sidecar cylinder,
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initContainer gate wedge, volume disc stack. Collapse closes the shell around the
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contents (the jacket); scrub blows it open to the hero. Clamp at hero.
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- **Probes:** NOT in the image - startup/readiness/liveness are legend entries + a small
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DOM accent on the core, keeping the part count sliceable. The exit-137 field note
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stays with this scene.
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- **Legend mapping (v2 terms):** shared network namespace "one IP" / app container "your
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||||
process" / sidecar "proxy, logs, reload" / initContainer "runs first, to completion -
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||||
the gatekeeper" / volumes "shared mounts" / probes "startup -> readiness -> liveness".
|
||||
- **Watermark:** Gemini sparkle bottom-right - strip with
|
||||
`bztmon-site/scripts/dewatermark.mjs` before slicing.
|
||||
@@ -0,0 +1,56 @@
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# Scene prompt - Course IV: the traffic (pods are cattle, Services are the brand)
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||||
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||||
v2 diagram: client -> LB -> Ingress -> Service VIP -> ready pod in the pool, not-ready
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||||
pod silently removed. "Readiness decides membership - traffic follows." Six parts.
|
||||
Generate ~4 at 16:9, curate with the reject checklist, save to disk for pickup.
|
||||
|
||||
---
|
||||
|
||||
Dark technical exploded-view illustration in a cinematic sci-fi engineering style.
|
||||
Solid near-black deep void background, hex #070b14 - completely clean: no stars, no grid,
|
||||
no texture, no particles behind or around the objects. Matte dark metal-and-glass surfaces
|
||||
with glowing neon edge lighting: primary cyan #3fbaf5, secondary magenta #e879f9 accents,
|
||||
cool white rim highlights. Camera: fixed 30-degree isometric angle, subject perfectly
|
||||
centered with generous empty margins on all sides. Even studio lighting, no vignette,
|
||||
no lens flare, no depth-of-field blur. ABSOLUTELY NO text, no letters, no numbers, no
|
||||
words, no code, no glyphs, no labels, no arrows, no callout lines, no UI elements
|
||||
anywhere in the image - every surface marking must be an abstract geometric pattern
|
||||
only. Every component is fully separated from its neighbours by generous gaps of pure
|
||||
void - nothing touching, nothing overlapping, and no beams, cables, or connectors
|
||||
spanning between the separated parts.
|
||||
|
||||
The subject: six objects arranged in a gentle descending arc from upper left to lower
|
||||
right, a delivery route pulled apart into its checkpoints, each floating alone in void.
|
||||
|
||||
First, upper left: a small smooth luminous white-cyan orb, simple and organic against
|
||||
all the machinery, clearly the visitor of the scene.
|
||||
|
||||
Second: a wide flat splitter wedge of dark metal, its leading edge glowing cyan and its
|
||||
trailing edge fanning into several subtle facets, built to divide incoming flow.
|
||||
|
||||
Third: a tall thin archway frame of dark metal - an open rectangular gate with a cyan
|
||||
glowing inner rim and nothing inside the opening.
|
||||
|
||||
Fourth, centre of the scene: a floating faceted prism of dark glass with a strong steady
|
||||
cyan core glow, the calm fixed point of the whole composition.
|
||||
|
||||
Fifth, lower right: a sealed pod capsule - a smooth dark pill shape with a healthy bright
|
||||
cyan glow and crisp edge light, solid and present.
|
||||
|
||||
Sixth, drifting below and away from the arc: an identical pod capsule but dim - its glow
|
||||
faded to a weak grey-magenta ember, tilted, clearly falling out of the formation.
|
||||
|
||||
---
|
||||
|
||||
## Build-side notes (not part of the prompt)
|
||||
|
||||
- **Slice plan:** 6 polygons - client orb, LB wedge, Ingress arch, Service prism, ready
|
||||
pod, not-ready pod. Collapse packs the arc into a tight column behind the prism; scrub
|
||||
opens the route. The not-ready pod's travel is the teaching beat: it exits the
|
||||
formation as the legend hits "readiness decides membership". Clamp at hero.
|
||||
- **Legend mapping (v2 terms):** client / LoadBalancer "at the edge" / Ingress or Gateway
|
||||
API "host- and path-routing" / Service VIP "the stable name in front of the churn" /
|
||||
pod ready "in the pool" / pod not ready "silently removed". Field note: "the network
|
||||
is broken after a deploy is usually readiness telling the truth".
|
||||
- **Watermark:** Gemini sparkle bottom-right - strip with
|
||||
`bztmon-site/scripts/dewatermark.mjs` before slicing.
|
||||
@@ -0,0 +1,60 @@
|
||||
# Scene prompt - Course V: OpenShift (a ring of opinions around the same core)
|
||||
|
||||
v2 diagram: the preserve-3d orbit - KUBERNETES CORE circled by SCC / Routes / Operators /
|
||||
oc + console / MachineConfig / SNO. Seven parts.
|
||||
Generate ~4 at 16:9, curate with the reject checklist, save to disk for pickup.
|
||||
|
||||
---
|
||||
|
||||
Dark technical exploded-view illustration in a cinematic sci-fi engineering style.
|
||||
Solid near-black deep void background, hex #070b14 - completely clean: no stars, no grid,
|
||||
no texture, no particles behind or around the objects. Matte dark metal-and-glass surfaces
|
||||
with glowing neon edge lighting: primary cyan #3fbaf5, secondary magenta #e879f9 accents,
|
||||
cool white rim highlights. Camera: fixed 30-degree isometric angle, subject perfectly
|
||||
centered with generous empty margins on all sides. Even studio lighting, no vignette,
|
||||
no lens flare, no depth-of-field blur. ABSOLUTELY NO text, no letters, no numbers, no
|
||||
words, no code, no glyphs, no labels, no arrows, no callout lines, no UI elements
|
||||
anywhere in the image - every surface marking must be an abstract geometric pattern
|
||||
only. Every component is fully separated from its neighbours by generous gaps of pure
|
||||
void - nothing touching, nothing overlapping, and no beams, cables, or connectors
|
||||
spanning between the separated parts.
|
||||
|
||||
The subject: one radiant core with six distinct satellite modules spaced evenly around
|
||||
it in a wide ring, every object floating alone with generous void between all of them.
|
||||
|
||||
Centre: a glowing reactor core - a faceted geodesic sphere of dark glass panels with
|
||||
intense cyan light burning through the seams, the unmistakable heart of the system.
|
||||
|
||||
Around it, six satellites, clockwise from the top, each a different silhouette but the
|
||||
same material language of dark metal with neon edge light:
|
||||
|
||||
A raised angular shield plate with a strong magenta rim glow, defensive and imposing.
|
||||
|
||||
A miniature gate arch, a thick open doorframe with a cyan inner glow.
|
||||
|
||||
A cluster of three interlocking rings, gear-like, with soft cyan edges, mid-rotation.
|
||||
|
||||
A slim handheld slab like a thin console tile, its face lit with a faint abstract cyan
|
||||
lattice.
|
||||
|
||||
A neat stack of three rigid rectangular plates with amber-white edge seams, immutable
|
||||
and orderly.
|
||||
|
||||
A single compact rugged box - small, dense, self-contained, with one bright cyan seam,
|
||||
clearly an entire machine shrunk into one unit.
|
||||
|
||||
---
|
||||
|
||||
## Build-side notes (not part of the prompt)
|
||||
|
||||
- **Slice plan:** 7 polygons - core + 6 satellites. Collapse pulls the ring radially
|
||||
into the core (the distribution wraps the engine); scrub expands to the hero orbit.
|
||||
Radial in-out only - no lateral orbiting motion in v3 (that was v2's spin; slices
|
||||
cannot orbit without exposing bites). Clamp at hero.
|
||||
- **Legend mapping (v2 terms):** Kubernetes core "same engine underneath" / SCC shield
|
||||
"admission: what a pod may BE - restricted-v2, random non-root UID" / Routes arch
|
||||
"L7 exposure, pre-Ingress" / Operators rings "OLM - the platform runs itself" /
|
||||
oc + console tile "kubectl, extended" / MachineConfig stack "immutable OS, declared
|
||||
changes" / SNO box "the whole cluster on one edge box".
|
||||
- **Watermark:** Gemini sparkle bottom-right - strip with
|
||||
`bztmon-site/scripts/dewatermark.mjs` before slicing.
|
||||
Reference in New Issue
Block a user