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Two things, and the second is the one that was asked for. **The high bays exist now.** The shader summed two of them over every aisle and there was nothing at that position to see: a room lit by sources that are not in it reads as ambiently lit however carefully the falloff is modelled, and the sheen streaks down the floor pointed at nothing. A metre of luminous panel at each position, which is what the `dd + 6.0` falloff already assumes it is, in the SHELL span so they leave with the roof - the two approach shots drop the envelope and would otherwise have lamps hanging above a roofless building. **And the key is 15.0 rather than 10.5, which I had ruled out for the wrong reason.** I briefed the review with "the page is dark by design, do not propose raising exposure". That was my inference and it was wrong: what the page is, is CONTRASTY. Once the rack shadowed itself the building went from flat-and-grey to correct-and-far-too-dark, an aisle at eye level reading as near black with a glow at the end of it, and the answer was never to undo the occlusion. Darkening the right places is what BUYS the light. Copy is measured against the brightest 5% under each line, and occluding the rack, giving the door an opening and rolling the highlights off took the tightest ratio from 5.13:1 to 6.29:1 - so the key could rise 1.43x and the bounce 1.35x and it still reads 5.89:1, comfortably above the 4.5 AA needs. A lit aisle against a dark row survives that, which is exactly what raising exposure at the start would have destroyed. The lamp branch goes ABOVE the actor's in the ladder, because the one below tests greater-than-11.5 and a material at 13 would otherwise be drawn as the forklift. **Same self-inflicted error as the last commit**, in the same file, one commit later: the new comment quoted a threshold in backticks inside the template literal and broke the parse. Twice now. verify, raster and machine all pass. |
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