Scratchboard Long Take — Style Prompt

A three-dimensional world rendered as a scratchboard print, ink and paper with one red, crossed by one unbroken camera move. Depth, weather and light are all cut lines; the camera travels through the print instead of the print being turned page by page. References (grammar only): wood engraving and scratchboard illustration (tone made by the width of parallel cuts), Japanese shin-hanga landscapes (layered planes of mountain, forest, water), and the single-take tracking shot of documentary nature films (a move that never cuts). Take the cut line, the layering and the unbroken move; never copy a print, an illustrator's figures or a film's route.

1. Essence, and what it is not

Not woodcut (flat printed blocks, a mostly static camera, one block per image). Not ukiyo-e (flat colour fields, no depth travel). Not a toon-shaded 3D game (no smooth shading, no gradients, no specular). Not a pencil sketch (no hatching that follows form loosely; every line is a knife cut with a blunt entry and a tapered exit).

2. Materials & rendering

3. Colour logic

4. Type & subtitles

Narration & subtitles

When the film tells a story with a narrator:

5. Motion quality

6. Camera grammar

Move What it expresses Can serve
High wide establishing frame, sinking and pushing the whole place at once; the layers separate as it moves a valley; a coastline; a city seen from its hills
Low glide over water or snow speed, intimacy with the ground; foreground marks rush past a river journey; a road; a migration
Hold on a prop with words, long lens reading time inside the take a sign; a plaque; a gauge; a date
Pass through a structure (bridge, gate, arch, tunnel) a threshold, a change of time or light night to day; outside to inside; then to now
Locked frame a document, a comparison, a count the same place in four years; before and after
Rise and pull back to the opening angle the place again, changed a return; a conclusion; an epilogue
Follow a flying or falling subject the subject leads the camera to the next place birds, a kite, a leaf, a paper plane

Framing: the horizon sits on a third; the subject is never smaller than 1/20 of the frame height when it must be recognised; words stay inside the frame with a margin of 5% and never cross another object. Allowed transitions: through a structure, through steam or snow (under half a second of white paper), a match on a falling or rising subject, a sheet peeled from the corner, a seal. Forbidden: fades to black, cross-dissolves, slides, page flips, zoom cuts.

Fitting the high wide to the terrain (options, not a recipe). The sky is in frame only while the camera's pitch plus half its vertical field of view stays above the horizon, so a steep look down at a valley right below loses the sky. Ways round it: stand the camera farther back and higher on a longer lens, so the subject sits at a shallower angle below the horizon; take the printmaker's licence and stretch horizontal distances or compress heights, since each layer is a plane; break a far plane that fills the frame (a sea, a plain) into bands with headlands, islands, boats or tiers of cut density. When the sky is out of frame and words are needed, carve them into something in the world that faces the lens (rock, board, hull, a mark on the water), let the take tilt up into a hold where the sky returns, or keep the words for a later shot where the sky is in frame.

7. Sound palette

8. Native moves

9. Pitfalls of the medium

10. Engine

The demo's code splits into a print kit any film can copy and the crane film's own world. Copy files into the project folder; nothing here is a library import.

Copy as is (any topic): - demo/scene.js, the render set-up and the print pass: 2× render targets rtA/rtB and printMat (fibre, ink mottling, top blotches, the 12 Hz flicker, vignette; uWhite the steam whiteout, uPeel with tB the sheet peeled onto a second render, uFresh ink not quite taken, tSub the subtitle canvas laid on last). The demo's whiteout eats the red too (there it is a cut); when the take follows the red through it, mask the red out of uWhite. Also the reading-check helpers boxOf, meshBoxes, skyBoxes, and WARP (slows one stretch of the clock and moves TEXTS, EV and the subtitles with it). - demo/look.js: the inks C and shared uniforms U (uL the one light, uWarm, uSun, uCam); carveMat(scale) for any faceted solid (fall-line cuts from the face normal: mountains, cliffs, rocks, dunes, roofs); skyMat (rows of constant elevation, uFront carving the dawn, uDense day, uStars, and two type plates tType1/2 with uRect = (az0, el0, az1, el1) in radians of absolute direction and uAmt the reveal; below the horizon it draws paper); billboardMat(tex, mode, {fade, warm}); toonMat, woodMat, concreteMat, inkMat, paperMat, hullMat. woodMat and concreteMat paint top faces paper (snow) and concreteMat has a frozen splash band near the demo's water line: change both for a snowless or dry place. - demo/world.js: canvasTex(c, mips), billboards(count, mat, pivotBottom) and fillBoards(mesh, [[x, y, z, w, h, tile, rot]], cols, rows) for instanced sprites; volcano(cx, cz, h, r, seed, crater) (a faceted cone, not exported). demo/textures.js: cut() (the knife stroke for anything drawn on canvas), mistAtlas, sunCanvas, moonCanvas. demo/props.js: skyTypeCanvas(lines) and the carvedText it uses (not exported).

Demo content (read, don't reuse): buildWorld (the whole valley), the river (RIVER, riverDist, the mask), groundMat (snow cut by the river mask), waterMat (needs the river's aRiv along/across coordinates, so it draws a channel, not a sea), bankMat, iceMat, reflectMat, crownMat and Flock (bound to the crane atlas, its HEAD table and its poses), pineAtlas, frostTreeAtlas, craneAtlas, the plate, dial and board canvases. crownMat shows how to keep a red point at a minimum pixel size (gl_PointSize = max(px, uMin)); use the idea for your subject.

What a new topic writes itself: its ground and terrain (a heightfield or faceted meshes under carveMat), its water if any (a sea or lake in world xz, with cuts along the wave crests), its subject and scatter atlases drawn with cut(), its red mark, its props with words, its buildWorld, camera keys and TEXTS. A workable order: style frame of the terrain and sky with the print pass, then the subject and its red, then the camera path, then clearing and near-lens checks, then words.

Rules for a new material (the look depends on them): - Choose its field first (§2): paper with ink cuts, or ink with paper cuts. - Cuts follow the matter: down the fall line on slopes, horizontal in sky, cloud and still water, across the flow in running water, along the crests for waves, along the grain or course for wood and stone, along drifts or furrows on flat ground. - Spacing is in metres (or radians for the sky), anchored to world or to the object's own coordinates; moving matter may slide along its own coordinate with time. - Light chooses lit or shadow per face from uL with a threshold; no gradient inside a face. - Fade with distance: once a quarter of a row or more passes in one pixel (fwidth of the row coordinate), let the cuts go to the field's value, as waterMat does (k *= 1. - smoothstep(.25, .7, aa)). - Flat ground carries sparse, irregular marks; a regular rhythm reads as a road or a grid. - The red never enters a material; it is its own mark on top (§3). The yellow only for light or the one material.

Minimal example, not in the demo: a lighthouse on a headland at night. A copied volcano(0, -800, 120, 400, 7, .8) for the headland under carveMat, a cylinder under concreteMat without its snow and ice lines, one red lamp as a minimum-size point, a new sea material (ink, paper cuts along the swell, fading to solid ink with distance), skyMat with uFront rising for dawn, all through the copied print pass.

11. Variation space

The agent decides the place, the subject that gets the red, the route of the take, where the cuts fall, the words and where they are carved, the pacing and the score.


How our demo was made (story, shots, score, end card, build): DEMO.md. Read it after your treatment exists.