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E536 — Duncan Fewkes reel analysis digest

- 20 reels ingested at `[home]/.openclaw/browser/reels-ingest/{DU,DV}*/` - Episodes covered: **E485 (Pt2 Jason Derulo World Tour), E525-E536, E543-E549, E556-E557, E560, E567-E568, E570** - 5 Gemini visual analyses: DU-52fcinww (E544 Blocky Pinscreen), DUleGWZisrH (E534 Fluid Presets), DV6A04wislr (E568 SuperHot Cubes), DUSui7PioUD (E527 Holovis branded), DUgoDHlipPu (E532 Depth Cubes vs Fluid Presets) — rest rate-limited - All on **HDRP + VFX Graph + Shader Graph** (confirmed every caption)

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Source video: `../reels/E536-DUqHj-BCgP4.mp4` (symlink to `[home-path]`) Caption: `../reels/E536-DUqHj-BCgP4.txt` This file aggregates every playbook chunk section that cites E536. Sections are de-duplicated by heading. - 20 reels ingested at `[home]/.openclaw/browser/reels-ingest/{DU,DV}*/` - Episodes covered: **E485 (Pt2 Jason Derulo World Tour), E525-E536, E543-E549, E556-E557, E560, E567-E568, E570** - 5 Gemini visual analyses: DU-52fcinww (E544 Blocky Pinscreen), DUleGWZisrH (E534 Fluid Presets), DV6A04wislr (E568 SuperHot Cubes), DUSui7PioUD (E527 Holovis branded), DUgoDHlipPu (E532 Depth Cubes vs Fluid Presets) — rest rate-limited - All on **HDRP + VFX Graph + Shader Graph** (confirmed every caption) This is a concept the prior playbook missed. Logos / wordmarks are not just static overlays — they are **3D volumes that become particle obstacles, spawn surfaces, or "punch through" reveals**: - **E530 "Punch Through"**: invisible logo + inverted-obstacle fluid sim → particles get thrown out of letter shapes, leaving you visible through the gaps between letters. *"Works because high fluid influence throws particles out of the logo letters, and no particle kill for zero velocity, so particles get stuck in non-fluid-flow area."* - **E528 cymatics**: ShortThrow fluid sim + logo letters → particles "stuck" on letters bouncing internally → almost cymatic (Chladni-plate) pattern. - **E536 self-critique**: *"Need to rewrite spawning buffers to use entire screen (not just depth camera point cloud) so can easily spawn particles on/in eg logos, metaballs or other geometry."* — this is a major architectural TODO he hasn't done yet. **LUME can leapfrog**: build the spawn buffer to accept any signed-distance source (depth, logo SDF, metaball SDF) from day 1. - **E544 "Blocky PinScreen Revisit"**: Holovis text reacts volumetrically — *"interactive text displayed and reacts volumetrically to the user's movements, allowing the user to walk through or displace the letters."*

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