Skip to content

Commit 7b202c3

Browse files
pbakausclaude
andcommitted
Textures are raster by name alone
The condensation pass folded the old textures-are-raster-by-default sentence into the medium gate's lighting-and-depth clause, and the next codex run drove straight through the gap: woven cotton as 'layered CSS textures', a black nylon band as plain CSS, and a physical evidence-tag CTA as CSS shapes, so the produce bucket stayed empty and the asset producer was never called. The gate now names textures explicitly, woven cloth, paper grain, fabric, leather, brushed metal, with no depth argument owed, and calls 'layered CSS textures' what it is: not a medium. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1 parent 24a014d commit 7b202c3

1 file changed

Lines changed: 1 addition & 1 deletion

File tree

skill/reference/visualize.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -30,7 +30,7 @@ After approval, record the choice where tools can find it: the approved comp's p
3030

3131
Before building, inventory the approved comp's major visible ingredients in writing (a short table in the surface brief or working notes; the finish reviewer audits shipped assets against it) and choose an implementation medium for each: semantic HTML/CSS/SVG, existing project asset, generated raster, sourced raster, icon library, canvas/WebGL, or accepted omission. The same written inventory names the comp's compositional commitments: navigation items and icons, headline levels and their scale relationship, signature geometry such as seams, masks, and overlaps, and each section's arrangement and density. The primary action gets its own row with its own medium: when the comp dissolves, stamps, erodes, or otherwise physically works the main CTA, that treatment is signature material on the page's most important element, and shrinking it to a border trick or a few decorative pixels is the compliance-token version of commitment. An element never written down is the element the build silently drops, and the direction contract's 150 words cannot carry this list, so this inventory is where it lives.
3232

33-
The medium column is where an approved design most often dies, so it obeys a gate: the medium is decided by what the comp region shows, never by what feels buildable in the current stack. A human figure, a product object, machinery, or any material with lighting and depth is raster whatever the stack; writing "silhouette" for a photographic figure, or "CSS" for a sculpted panel's finish, is not a medium choice, it is the quiet deletion of the approved design, and it is how a comp full of physical material becomes a flat page with the same section order. Style does not move this boundary: a comp region with perspective, shading, figure drawing, or dense mechanical detail is illustration however line-drawn it looks, and no build session can author illustration as vectors, so it regenerates as raster like any photograph. Authored SVG covers what a session can specify exactly, diagrams with countable elements, controls, flat shape systems, and it ends where drawing skill begins; an instruction-manual world does not convert its illustrations into diagrams, it makes them line-art illustrations. Produce such regions by regenerating them cleanly, with the approved comp and its embedded prompt as the reference for a fresh render at asset resolution; never crop pixels out of the comp itself, whose effective resolution sits far below asset grade. Dropping an image-native region instead of producing it is a scope decision the user makes at the approval point, never a silent flattening after it. Generated imagery is a material, not a claim: evidence rules bind assertions, specs, testimonials, and photographs presented as real, never render fidelity, so "no photography on hand" forbids fake proof, not an illustrated hero.
33+
The medium column is where an approved design most often dies, so it obeys a gate: the medium is decided by what the comp region shows, never by what feels buildable in the current stack. A human figure, a product object, machinery, or any material with lighting and depth is raster whatever the stack, and so is any texture by that name alone: woven cloth, paper grain, fabric, leather, brushed metal need no depth argument, because a CSS gradient or layered background is not a texture medium and "layered CSS textures" is not a medium at all. Writing "silhouette" for a photographic figure, or "CSS" for a sculpted panel's finish or a cotton field's weave, is not a medium choice, it is the quiet deletion of the approved design, and it is how a comp full of physical material becomes a flat page with the same section order. Style does not move this boundary: a comp region with perspective, shading, figure drawing, or dense mechanical detail is illustration however line-drawn it looks, and no build session can author illustration as vectors, so it regenerates as raster like any photograph. Authored SVG covers what a session can specify exactly, diagrams with countable elements, controls, flat shape systems, and it ends where drawing skill begins; an instruction-manual world does not convert its illustrations into diagrams, it makes them line-art illustrations. Produce such regions by regenerating them cleanly, with the approved comp and its embedded prompt as the reference for a fresh render at asset resolution; never crop pixels out of the comp itself, whose effective resolution sits far below asset grade. Dropping an image-native region instead of producing it is a scope decision the user makes at the approval point, never a silent flattening after it. Generated imagery is a material, not a claim: evidence rules bind assertions, specs, testimonials, and photographs presented as real, never render fidelity, so "no photography on hand" forbids fake proof, not an illustrated hero.
3434

3535
The gate runs both ways: precise geometry, hard-edged shape systems, diagrams, expressive motion, shaders, and anything interactive are vector and GPU territory (SVG, canvas, WebGL), where a raster flattens what should move, scale, and respond, and code executed safely and professionally remains first-class there. A field or texture built from many small elements carries a quantity commitment either way: write down its approximate density and coverage ("thousands of glyphs over two-thirds of the fold, dense at the top fading into the path"), because a field rebuilt at a tenth of its density passes every checklist and still is not the design. TYPE rows carry the same discipline: name the face's compression class, and render one headline word against the comp before building on it; a visibly wider or lighter silhouette means the face is wrong, and every section built on it inherits the miss. Raster is for what the world paints; code is for what the world draws, animates, or reacts with, and choosing code there is ambition, not economy. Every `produce` entry is produced before the build ships, through the asset producer or in the current thread; an inventory with unproduced entries is an unfinished build, and this gate is where imagery-free pages come from when it is skipped.
3636

0 commit comments

Comments
 (0)