Field · AI4 / A polytope that bursts and burns / turn 03

Hot metal, cooling

The recorded exchange: the request, the tool activity, every image the tools returned to the model, and its reply. Expand tool activity to read the steps; open an image to see it full size.

You

Now the face_decay slot (the fragment shader). The faces are plain grey. I'd like them to look like hot metal cooling: a dull dark iron at rest, glowing orange where a face has flown far out.

Tool activity · 11 steps
  1. Starting AI conversation
  2. StackAutoSlotGuide finished (4 ms)
  3. InspectStackAutoSlot finished (3 ms)
  4. ListContentsRequest finished (220 ms)
  5. CaptureRenderWindowRequest finished (46 ms)
  6. Waiting for model
  7. Calculating color mapping

    Calculating color mapping

    I’m trying to work on a simple arithmetic mapping for colors, specifically using heat levels. I think I can apply a formula for orange and warm red by using separate channel powers. I’m considering a smooth heat adjustment and calculating the peak values for orange. I think I need to avoid any negative values and can use a linear interpolation guide. Overall, it seems that the arithmetic is looking fine for my purpose!

    Next tool: EditStackAutoSlot

  8. EditStackAutoSlot finished (5726 ms)
  9. CompileKotlinRequest finished (47 ms)
  10. ReloadShadersRequest finished (166 ms)
  11. Completed
The live window, captured for the model
The live window, captured for the model
after the edit — 9 moments across 4.8 s, numbered and read left to right, then down, each labelled with when it was captured; each is stack.auto.face_decay in your shader: the window, as it is drawing now, at the slot's current numbers — everything the window draws, not only this module
after the edit — 9 moments across 4.8 s, numbered and read left to right, then down, each labelled with when it was captured; each is stack.auto.face_decay in your shader: the window, as it is drawing now, at the slot's current numbers — everything the window draws, not only this module
Post-shader-reload screenshot of the Field 4 render window, captured after a rendered frame. Inspect it against what the user asked for, together with any earlier screenshot. If the requested visual result is not achieved, edit and reload again before finalizing.
Post-shader-reload screenshot of the Field 4 render window, captured after a rendered frame. Inspect it against what the user asked for, together with any earlier screenshot. If the requested visual result is not achieved, edit and reload again before finalizing.
AI4 · gpt-6-astra / openai

Updated face_decay:

Motion and opacity are unchanged—no burn-through added.

The cycle captures show orange separated faces cooling back into a dark solid. Kotlin compilation and shader reload both succeeded.