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research notebacklog referencescore 34

E521 — Duncan Fewkes reel analysis digest

- 20 reels ingested (`reels-ingest/{shortcode}/`): - DT-prefix (E500–E521 era): DT0G7SyCtGg E519, DT2tfJzip8A E520, DT6IlEfig-k E521, DTbJvnKCrHO E509, DTBUJiDCvPQ E500, DTEEQNnCvHh E501, DThrF5Miq0- E512, DTmyro9CqUa E514, DTQRPBFiu2v E504, DTr5TQfCpG4 E516 - DS-prefix (E475–E494 era): DSLMOE6iuFH E479, DSA7b7MClVf E475, DScEatyilnk E489, DSDVSJ0itoN E476, DSfZYMUChIi E490, DShj9nlivqf E491, DSkpKC_iie8 E491, DSPfEuWCmTg E483, DSvasHCCiSX E494, DSZmIhOCrTv E488 - 4 Gemini visual analyses successful (DT0G7SyCtGg, D

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Source video: `../reels/E521-DT6IlEfig-k.mp4` (symlink to `[home-path]`) Caption: `../reels/E521-DT6IlEfig-k.txt` This file aggregates every playbook chunk section that cites E521. Sections are de-duplicated by heading. - 20 reels ingested (`reels-ingest/{shortcode}/`): - DT-prefix (E500–E521 era): DT0G7SyCtGg E519, DT2tfJzip8A E520, DT6IlEfig-k E521, DTbJvnKCrHO E509, DTBUJiDCvPQ E500, DTEEQNnCvHh E501, DThrF5Miq0- E512, DTmyro9CqUa E514, DTQRPBFiu2v E504, DTr5TQfCpG4 E516 - DS-prefix (E475–E494 era): DSLMOE6iuFH E479, DSA7b7MClVf E475, DScEatyilnk E489, DSDVSJ0itoN E476, DSfZYMUChIi E490, DShj9nlivqf E491, DSkpKC_iie8 E491, DSPfEuWCmTg E483, DSvasHCCiSX E494, DSZmIhOCrTv E488 - 4 Gemini visual analyses successful (DT0G7SyCtGg, DT6IlEfig-k, DTBUJiDCvPQ, DScEatyilnk). DSfZYMUChIi + DSZmIhOCrTv hit Gemini 429 quota exhaustion; captions on those are still detailed. The recent playbook only exposed `Multiparticle_Spine_FX` and `slime/water/chrome` material names. E521's screen recording shows the actual UI panel cycling through every preset. Update the LUME `LumeVfxEditor.cs` slot enums to match: ### `Depth:` slot (the surface visual on the human silhouette) - `GhostChromatic2` — translucent particle-filled ghost, chromatic aberration on edges - `GlassThin` — thin refractive glass sculpture - `GlassThick` — solid heavy glass form - `GlassScan1` / `GlassScan2` / `GlassScan3` — three styles of scan-line / fragmented glass - (E520 reveals) `DepthCubes` with a runtime LOD randomizer — VFX Graph mesh particles fed by live depth buffer, audio-reactive trigger script flips LOD level on beat

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