Cloud contrast — what's going on with the bright flat region

2026-06-28 · standalone three.js port · measured on the real GPU (RTX 4070 Ti SUPER), the CD's exact screenshot camera (pos 50050,43042,11281 · yaw −61° · pitch −36°), frozen + phase-matched · all candidates are flagged params on the most-liked checkpoint (default unchanged).

The catch. The CD circled a red region (a broad flat cloud top) — "super bright and super white" — vs a green region (billows) — "easier on the eyes, more beautiful, more fluid."

The finding (measured, not vibes). It is not hard clipping — both regions are 0.0% blown at the current setting. The red region is dead because its local contrast collapsed to 0.9 and its value range to ~5 — a uniform bright wall with no dark anchor. Green carries 5× the local contrast and a dark anchor down at 176 → it reads as form. "Blown %" alone would pass both; only local-contrast separates them — the eye-vs-metric lesson.

The honest reframe

The red flat top cannot be turned into the green billows by a knob — that region is a coverage-saturated flat crust (geometric), not a shading bug. I built and tested a "restore far-field detail" fix on that theory; it measured a no-op (red byte-identical) and was reverted. The win available now is: deepen the form in the billows (the part you love) and optionally recede the bright wall. Truly restructuring the red crust into real cloud mass is a separate, bigger move.

See it yourself — drag to wipe

Same camera, same cloud, frozen. Left of the handle = one setting, right = the other.

Base  ↔  sk14  the recommendation (math-safe form)

sk14 base
◀ BASE (current)
sk14 (deeper form) ▶

Base  ↔  sh18  dramatic — flagged (ring/grain risk above sk14)

sh18 base
◀ BASE (current)
sh18 (max form) ▶

The full range

base — current most-liked. red lc 0.9 · green lc 4.5
sk13 — gentle form. green lc 5.5
sk14 — math-safe form (rec). green lc 5.9, darks→167
sk14 + fog 0.42 — form + gentle recede. red mean 235→232
sh18 — max form, flagged. green lc 7.1, darks→163

Measured (real GPU, frozen, display sRGB)

variantRED top — local contrastRED — mean LGREEN billows — local contrastGREEN — value rangeblown
base (current)0.9235.64.563.20.0%
sk131.1234.95.570.40.0%
sk14 (rec)1.1234.75.971.80.0%
sk14 + fog 0.421.1231.75.564.30.0%
sh18 (flagged)1.4233.67.175.10.0%

Note the red top barely moves on any setting (1.1 at best) — confirming it's geometric. The gains land in the green billows (the form you love): +31% local contrast at sk14, +58% at sh18.

The two neutral teams (blind / two-directional — no poison)

Math-checker (the shader math)

Two blind critics (relabeled A–E, told nothing)

Recommendation

Bake sk = 14000 as the candidate — it gives the billows real form (the part you love) inside the math-safe range, with no ring and the mildest grain, and leaves the (geometric) red crust honest. Optional: a gentle fog=0.42 to take the worst off the bright wall — your eye's call (it costs a little form).

Open verify before it becomes the default: a motion-gif pass (resolve the grain question in motion) + the math team's multi-angle ring check. And the real red-region fix — a density restructure — is the next bigger move.

Fly it yourself (live, on your phone)

The most-liked checkpoint with each setting applied — WASD/drag to move, it's the real renderer:

Method: qa/tools/_ablate-cap.mjs (his-camera frozen capture) · qa/tools/_region-measure.py (local contrast) · two neutral Agent teams · this page. Findings folded into cd-twin/ (the CD-eye corpus). The CD's eye is the verdict — this is a pre-screen.