Disable GPT-5.5 Pro skeleton-watch bloom entirely for eye safety
The tamed bloom (0.28/0.45/0.9) was still blinding when zoomed in: the intensity-96 key spotlight's near-white specular on the polished plate kept blooming into an over-exposed haze over the whole movement. Lowering threshold/strength was not enough, so disable the bloom (strength 0). The movement is crisp and the lume still reads via its emissive material. Done out of concern for photosensitive viewers; note updated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
1 parent
16f528892c
commit
50a2607db3
2 files changed
+3
-3
No files matched your search
@@ -22,8 +22,8 @@
|
||||
},
|
||||
"skeleton-watch": {
|
||||
"note": {
|
||||
"zh": "在 ChatGPT 网页版以 GPT-5.5 Pro(开启 Extended Pro)一次生成;本页为修复版(改 2 行)。问题一:发条与游丝用 createSpiralTube 构建(760 行),管线段数写成 Math.max(96, turns * 38),turns 为 5.8 / 6.4 时算出 220.4 / 243.2 的小数段数。修复前:TubeGeometry 末尾会以该段数作下标取 Frenet 帧 frames.normals[220.4],得到 undefined 后读取 .x 抛 TypeError,初始化中断,页面卡在「Assembling jeweled movement...」加载遮罩永不消失。原因:模型把管线段数当连续值传入,未取整。改为 Math.round(turns * 38) 后段数为整数,场景正常加载、遮罩按时隐藏。问题二:场景中心有一团异常刺眼的辉光,几乎把整块表盘糊成纯白,什么都看不清。原因:UnrealBloomPass(340 行)阈值过低(threshold 0.18)且强度偏高(strength 0.72),叠加 ACES 色调映射与多盏高强度灯光,几乎所有金属高光与夜光都被纳入泛光并扩散成一大团过曝白光。为保护测试者的眼睛,把 bloom 参数收敛为 strength 0.28 / radius 0.45 / threshold 0.9:泛光只保留夜光时标的柔和边缘,机芯、刻度、指针重新清晰可读。",
|
||||
"en": "Generated in one shot in the ChatGPT web app on GPT-5.5 Pro (Extended Pro enabled); fixed build (2 lines changed). Bug 1: the mainspring and hairspring are built via createSpiralTube (line 760) with the tube segment count written as Math.max(96, turns * 38), so turns of 5.8 / 6.4 yield fractional counts 220.4 / 243.2. Before the fix: TubeGeometry's trailing generateSegment indexes the Frenet-frame arrays with that count (frames.normals[220.4]), gets undefined and reads .x, throwing a TypeError that aborts init and leaves the page stuck on the 'Assembling jeweled movement...' loading overlay forever. Cause: the model passed the tube segment count as a continuous value without rounding. Changing it to Math.round(turns * 38) makes the count an integer, so the scene loads and the overlay hides on schedule. Bug 2: an abnormally blinding glow fills the center of the scene, washing the whole dial to pure white so nothing is legible. Cause: UnrealBloomPass (line 340) used too low a threshold (0.18) and a high strength (0.72), which together with ACES tone mapping and several high-intensity lights pulled nearly every metallic highlight and lume surface into the bloom and spread it into one big over-exposed white blob. To protect testers' eyes, the bloom was tamed to strength 0.28 / radius 0.45 / threshold 0.9: the glow now only haloes the lume markers softly, and the movement, indices and hands are legible again."
|
||||
"zh": "在 ChatGPT 网页版以 GPT-5.5 Pro(开启 Extended Pro)一次生成;本页为修复版(改 2 行)。问题一:发条与游丝用 createSpiralTube 构建(760 行),管线段数写成 Math.max(96, turns * 38),turns 为 5.8 / 6.4 时算出 220.4 / 243.2 的小数段数。修复前:TubeGeometry 末尾会以该段数作下标取 Frenet 帧 frames.normals[220.4],得到 undefined 后读取 .x 抛 TypeError,初始化中断,页面卡在「Assembling jeweled movement...」加载遮罩永不消失。原因:模型把管线段数当连续值传入,未取整。改为 Math.round(turns * 38) 后段数为整数,场景正常加载、遮罩按时隐藏。问题二:场景中心有一团异常刺眼的辉光,几乎把整块表盘糊成纯白,什么都看不清,放大观察时尤其严重。原因:UnrealBloomPass(340 行)阈值过低(threshold 0.18)且强度偏高(strength 0.72),叠加 ACES 色调映射与那盏强度 96 的主聚光灯打在抛光夹板上的近白高光,几乎所有金属高光与夜光都被纳入泛光并扩散成一大团过曝白光。实测仅把阈值/强度收敛仍不够——近距离时抛光中心板的高光依旧被放大成亮雾。为保护测试者的眼睛、避免对光敏性癫痫人群造成风险,直接关闭 bloom(strength 设为 0):机芯、齿轮、指针、夹板恢复清晰锐利,夜光时标仍靠材质自发光正常显示。",
|
||||
"en": "Generated in one shot in the ChatGPT web app on GPT-5.5 Pro (Extended Pro enabled); fixed build (2 lines changed). Bug 1: the mainspring and hairspring are built via createSpiralTube (line 760) with the tube segment count written as Math.max(96, turns * 38), so turns of 5.8 / 6.4 yield fractional counts 220.4 / 243.2. Before the fix: TubeGeometry's trailing generateSegment indexes the Frenet-frame arrays with that count (frames.normals[220.4]), gets undefined and reads .x, throwing a TypeError that aborts init and leaves the page stuck on the 'Assembling jeweled movement...' loading overlay forever. Cause: the model passed the tube segment count as a continuous value without rounding. Changing it to Math.round(turns * 38) makes the count an integer, so the scene loads and the overlay hides on schedule. Bug 2: an abnormally blinding glow fills the center of the scene, washing the whole dial to pure white so nothing is legible, and it is worst when zoomed in. Cause: UnrealBloomPass (line 340) used too low a threshold (0.18) and a high strength (0.72), which together with ACES tone mapping and the near-white specular the intensity-96 key spotlight casts on the polished plate pulled nearly every metallic highlight and lume surface into the bloom and spread it into one big over-exposed white blob. Merely lowering the threshold/strength was not enough — up close the polished center plate's highlight still blew out into a glowing haze. To protect testers' eyes and avoid any risk to people with photosensitive epilepsy, the bloom was disabled outright (strength set to 0): the movement, gears, hands and bridges are crisp again, and the lume markers still read via their emissive material."
|
||||
},
|
||||
"contributor": "Nagi-ovo"
|
||||
}
|
||||
|
||||
@@ -337,7 +337,7 @@
|
||||
|
||||
const composer = new EffectComposer(renderer);
|
||||
composer.addPass(new RenderPass(scene, camera));
|
||||
const bloom = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 0.28, 0.45, 0.9);
|
||||
const bloom = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 0.0, 0.3, 0.95);
|
||||
composer.addPass(bloom);
|
||||
composer.addPass(new OutputPass());
|
||||
|
||||
|
||||
Reference in new issue
Block a user