PLN has said repeatedly he is bad at socials and hoped slop would carry that weight. The plan for this has been complete since the clip planner landed; the renderer had never been written, so nothing could actually be produced. It can now. `visuals/slop/render_slop_clip.mjs` takes either a planned cut (`--idea desire --cut 90`, from clip_ideas.json with its measured tilt/kick-density/novelty and playset choice) or an arbitrary window of any file (`--audio ... --start ... --dur ...`), and renders a vertical 1080x1920 reel with Slopmotion reacting to that audio. DESIGN NOTES WORTH KEEPING - It lives in THIS repo, not hexa. hexa is Kevin's project and its main is clean; the script borrows its node_modules through createRequire instead of being committed into someone else's tree. Its scratch files go in hexa/public/__slop and are removed in a finally block — nothing is left behind in his working copy. - Capture is REALTIME via CDP screencast, not per-frame screenshots. Hydra's animation clock is wall time, so frame-stepping plays motion back ~3x fast and drifts away from the audio it is supposed to be reacting to. Screencast frames arrive timestamped and become a vfr->cfr concat, so a dropped frame is a slightly longer one — invisible — rather than a wrong clock. - The bands are computed from the REAL audio through an AnalyserNode, not from the synthetic pump the FX-preview script uses. Kick is a fast rise in the sub band above its own slow running average, because an absolute threshold would need retuning per track while a relative one rides the mix. - Backdrop clip choice is a hash of the job name, not Math.random: two renders of the same cut must be comparable, which is the entire point of a review pipeline. - The viewport is 9:16 natively rather than a 16:9 scene centre-cropped afterwards, which would throw away most of the motion. TWO ENVIRONMENT PROBLEMS FOUND AND FIXED WITHOUT COLLATERAL - The hexa checkout could not boot at all: 9 declared dependencies were missing from node_modules, so vite 500'd on @supabase/ssr and @vercel/speed-insights. `npm ci` refused (lock out of sync with package.json), and plain `npm install` would have rewritten package-lock.json — a TRACKED file in Kevin's repo. Installed the 9 with --no-save --no-package-lock instead; his tracked files are byte-identical after. - Playwright 1.60 wants chromium build 1223 and the cache has 1217. Rather than pulling ~150 MB into PLN's shared browser cache unasked, the script finds the newest full chromium already present. Full chromium, not chrome-headless-shell, which ships without the GPU/ANGLE stack this needs. WHAT IS NOT DONE: frame rate. 7.0 fps at 1080x1920 under swiftshader — the page itself renders at 7 fps, so it is the GL backend and the machine, not the capture. The two follow-up measurements (hardware EGL, and half resolution) both came back at 1.1 fps, which is not a verdict on either: load average was 12.5 with Pulsar burning a core from the #7 marker leak. They measure the machine. Recorded in FEEDBACK.md with an explicit warning to re-measure on a quiet box before concluding anything — a false workaround adopted from a contended benchmark is very hard to remove later. Deliberately not pushed further tonight: a sustained software-GL render is a CPU load test, and those do not run at night here while the rig is up.
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