# Session 0010.0 — Transcript > App: human-experience-filter-art > Start: 2026-06-07T23-09 (PST) > End: 2026-06-07T23-22 (PST) > Type: coding > Status: **FINALIZED** > Posture: autonomous (yolo) > Landed: PR #8 (merge `638cf58`) — calibration lock + dark-grade look fix ## Launch prompt ``` Tune the alteration look by eye in the simulator (python simulator/setup_sample_media.py then make sim-local) and LOCK the knob→strength calibration into DEFAULT_CALIBRATION in player/alteration.py (+ a unit test) — settling the open session-0006 calibration decision. While there, judge whether more neutral "scales of nature" base clips + a real multi-strength flow-stabilized Right re-bake are worth doing next vs. moving to scale-ring navigation (endless encoder + AI zoom transitions). Keep deferring Pi renderer + serial/firmware. Read sub-project-3-player-progress memory + docs/superpowers/specs/2026-06-07-reconciled-simulator-alteration-slice-design.md (§8) first. ``` ## Pre-state - `main` clean at `e753a68` (then ff'd to the 0010 claim commit `7d2a306`). - Sub-project 3 slice 2 (sim alteration) merged in session 0009 (PR #7). Engine in `player/alteration.py` carried a `Calibration` + `DEFAULT_CALIBRATION` with **behavior-preserving placeholder** values; the knob→strength calibration had been the open decision since session 0006. - Sample media already populated under `simulator/sample_media/forest/` (base + Right strengths 1–4; only strength 4 is the real flow-stabilized restyle, 1–3 are ffmpeg blend placeholders). POC artifacts present in `~/hef-poc/out/`. ## The arc ### 1. Session open + grounding - Classified the launch prompt as a **coding** session; ran `wgl-session-coding-init`, claimed session **0010** (no other sessions in flight). Verified clean pushed `main` baseline + CLAUDE.md stub. - Read the resume context: `sub-project-3-player-progress` memory + the reconciled slice design §8 (open questions: calibration curve shape, grade-vs-overlay ordering, crossfade timing, placeholder fidelity). - Inspected the engine (`player/alteration.py`), its test, the sim frontend (`simulator/static/app.js`), and the content/clip plumbing. Established that the calibration's three params (`mood_gain`, `overlay_gain`, `right_variant_map`) are the lock target, and that the *grade look* itself lives in `app.js` CSS filters (frontend), not in `DEFAULT_CALIBRATION`. ### 2. Tuning the look by eye (the key finding) - `python`/`ffmpeg` weren't on the non-interactive shell PATH; used the project `.venv`. Baseline suite: **192 passed / 2 skipped**. - Viewed the operator's own POC renders in `~/hef-poc/out/` (`all_axes.png`, `right_three.png`, `dark_frame.png`, `light_frame.png`, `lefthud_frame.png`) — the by-eye-approved (session 0008) looks: tasteful cool-blue dark, warm golden light, soft dreamy flow restyle, legible analytical HUD. - Booted the sim (`uvicorn simulator.app:app`) and drove it with **headless Chrome (puppeteer-core)** to screenshot the *actual* rendered look across all four axes at full knob, plus the whole-brain-dark corner. - **Finding:** the sim's **dark** mood pole was rendering a full-frame `hue-rotate(-cool*200deg)` → rock turned orange, trees purple — a **psychedelic** look, exactly the "disorienting, not peaceful" effect the operator rejected in 0008, and nothing like the POC `dark_frame`. Light / Left / Right all looked good and peaceful. So the dark grade was the one thing blocking a likable look. ### 3. Dark-grade fix - Replaced the hue-rotate in `applyGrade` (`simulator/static/app.js`) with: darken + slight desaturate on the video filter for the cool pole, plus a `multiply`-blended deep-blue wash (`#tint`, new element) that lifts shadows toward blue while preserving natural greens. Placed `#tint` **below** the SVG overlay so the Left HUD stays legible regardless of mood (resolves the §8 grade-vs-overlay ordering question → overlay above). - Re-screenshotted: full dark now reads cool/somber with natural greens (matches POC `dark_frame`); whole-brain-dark corner peaceful + HUD legible; light/neutral unchanged (the warm path is algebraically identical for tone ≥ 0). ### 4. Locking the calibration - With full tilt now tasteful on **every** axis (POC + sim evidence), the data says full knob = full look, 5 notches map 1:1 to the 5 discrete Right bakes, equal Dark/Light = identity → **unity gains + linear variant map**. - Promoted `DEFAULT_CALIBRATION` from placeholder to a **deliberately locked** `Calibration(mood_gain=1.0, overlay_gain=1.0, right_variant_map=(0,1,2,3,4))` with a provenance comment; this also confirms the session-0006 convention (0=off..4=max, equal Dark/Light = identity — no "centered at 2 = no push"). - Added `test_default_calibration_is_locked` pinning the literal constants. Suite: **193 passed / 2 skipped**. - Updated design §8 (calibration-curve + grade-vs-overlay resolved; dark-grade fix recorded). ### 5. Land + build-vs-next judgment - Committed on `feature/lock-alteration-calibration`, pushed, opened **PR #8** (Gitea API via `wgl-gitea-admin` helper), merged to `main` (`638cf58`), deleted the branch. - Presented the build-vs-next judgment the prompt asked for. Recommendation (operator-confirmed via AskUserQuestion): **move to scale-ring navigation next** — pull in 1–2 *cheap, true-PD* neutral base clips (NASA cosmos, NOAA deep-sea) so the ring is demonstrable, build the endless-encoder control + placeholder zoom transitions in the sim, and **defer** the expensive real multi-strength flow-stabilized Right re-bake until the ring experience is liked (re-baking before the clip set is final risks wasted renders). Keep deferring Pi renderer + serial/firmware. ## Cut state - `main` @ `638cf58`, clean, pushed. Suite **193 passed / 2 skipped**. - `DEFAULT_CALIBRATION` locked; dark-grade look fixed; design §8 updated; memory updated with the session outcome + the new `Next /goal`. - Deferred (unchanged): Pi renderer, serial/firmware; the expensive Right re-bake. ## Deferred decisions - **Locked `DEFAULT_CALIBRATION` to unity/linear autonomously.** The operator asked to "tune by eye" and lock; I made the by-eye judgment (via POC renders + headless-Chrome sim screenshots) that full tilt is peaceful on every axis after the dark fix, so no softening of gains was warranted, and locked the unity/linear values. *Alternative:* soften `mood_gain`/`overlay_gain` (<1.0) so full knob is gentler — set aside because the evidence showed full tilt is already calm. The calibration stays fully parameterized, so flipping the feel is a one-line edit + the lock test if the operator disagrees on review. - **Dark-grade fix landed in the sim frontend (not the final renderer).** The fix makes the *simulator* look right for tuning; the Pi/mpv renderer (later slice) will do proper grading. Recorded in §8. - The build-vs-next direction was **not** a deferred call — it was put to the operator directly and confirmed. ## Operator plate - Calibration is settled and guarded; the long-open session-0006 decision is closed. The sim look is now likable on the one forest clip across all axes. - Next session's first move is the `/goal` below (scale-ring navigation). ## Next-session prompt ``` /goal Build scale-ring navigation in the simulator — add an endless rotary-encoder control (relative, vs the absolute 0-4 experience knobs) that walks a closed ring of neutral "scales of nature" clips with placeholder AI zoom/warp transitions between scales. Add 1–2 cheap, true-PD neutral base clips so the ring is demonstrable (NASA/Hubble cosmos + NOAA Ocean Exploration deep sea). Defer the expensive real multi-strength flow-stabilized Right re-bake until the ring is liked; keep deferring the Pi renderer + serial/firmware. Read the sub-project-3-player-progress memory + docs/superpowers/specs/2026-06-07-scales-library-and-right-axis-pipeline-design.md first. ```