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ten9876claude
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Experience: see-through orbit rings, crisp atlas labels
The orbit rings looked solid: drawn at full colour, the bloom brought them back up. They're now at 55% colour and 35% opacity. The haze around the label bubbles was bloom on their text and borders: labels are dimmed to 62% and the bloom threshold goes from 0.3 to 0.6, so only real highlights (spectrum peaks, lamps, selected nodes) glow. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Lines changed: 3 additions & 2 deletions

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‎experience/src/world/atlas.js‎

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -30,7 +30,7 @@ export function createAtlas(engine, features, categories, onSelect) {
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ring.rotation.x = (k % 2 ? 1 : -1) * (0.18 + k * 0.05);
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ring.rotation.z = (k % 3 - 1) * 0.12;
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root.add(ring);
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const orbit = new THREE.Mesh(new THREE.TorusGeometry(r, 0.18, 6, 160), new THREE.MeshBasicMaterial({ color: cat.color, transparent: true, opacity: 0.5, toneMapped: false }));
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const orbit = new THREE.Mesh(new THREE.TorusGeometry(r, 0.18, 6, 160), new THREE.MeshBasicMaterial({ color: new THREE.Color(cat.color).multiplyScalar(0.55), transparent: true, opacity: 0.35, depthWrite: false, toneMapped: false }));
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orbit.rotation.x = Math.PI / 2;
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ring.add(orbit);
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const spin = new THREE.Group();
@@ -46,6 +46,7 @@ export function createAtlas(engine, features, categories, onSelect) {
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halo.scale.set(9, 9, 1);
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node.add(halo);
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const label = labelSprite(f.name, { height: f.aether ? 4.2 : 3.2, color: f.aether ? '#eaf2fb' : '#c4d4e8', sub: f.status === 'roadmap' ? 'roadmap' : null, subColor: '#f0a35e', bg: 'rgba(6,11,19,0.6)', border: f.aether ? cat.color : 'rgba(120,190,230,0.25)' });
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label.material.color.setScalar(0.62); // under the bloom threshold, so the text stays crisp
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label.position.y = f.aether ? 6.5 : 5.5;
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node.add(label);
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const hit = new THREE.Mesh(new THREE.SphereGeometry(6, 8, 8), new THREE.MeshBasicMaterial({ visible: false }));

‎experience/src/world/engine.js‎

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Original file line numberDiff line numberDiff line change
@@ -33,7 +33,7 @@ export function createEngine(canvas) {
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const composer = new EffectComposer(renderer);
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composer.addPass(new RenderPass(scene, camera));
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const bloom = new UnrealBloomPass(new THREE.Vector2(512, 512), 0.5, 0.45, 0.3);
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const bloom = new UnrealBloomPass(new THREE.Vector2(512, 512), 0.5, 0.45, 0.6); // threshold 0.6: only real highlights glow, not label text
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composer.addPass(bloom);
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composer.addPass(new OutputPass());
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