Superbench 2.1 · Издание подсказок 2.1
Lightkeeper's Atelier
Назад ко всем подсказкамВернуться к Superbench 2.1 · Тестовый контракт, рубрика и записанный артефакт. Оценка Kimi K3.1 Pro публикуется для каждого нового брифа версии 2.1; результаты валидации документируются для каждого артефакта, без присвоения агрегированного балла. Одно сообщение пользователя, один HTML-ответ; инструменты или ходы исправления не используются. Не добавляйте BENCHMARK-PROMPT.md.
# 23. Lightkeeper's Atelier
Build a real-time 3D lantern workshop in one HTML document that makes polished metal, rough metal, ceramic, stone, and glass visibly distinguishable as a movable inspection light sweeps across them.
Work tool-free: no browsing, file inspection, code execution, or tool calls. Reason silently and return the complete HTML document in a single response. Do not include a plan, commentary, or follow-up repair.
## Required features
1. Art-directed scene. Create a brass-framed glass lantern with a visible inner light on a slate workbench, plus four equal-size labeled sample spheres: polished brass, rough brass, glazed ivory ceramic, and matte charcoal stone. The two brass spheres must share base color and differ principally in roughness. Include a small red object visibly inside the lantern behind the glass. Use coherent scale, grounded geometry, a dark workshop background, warm key/cool fill separation, and a clear hero composition. Labels must be readable at 1280×720.
2. Actual 3D. Use native WebGL/WebGL2 or another native browser rendering approach that projects real 3D geometry with depth and normals. Provide pointer-drag orbit within useful limits and zoom, plus Home camera. Geometry must remain coherent from both sides; do not substitute a flat image, CSS card, or pre-rendered turntable.
3. Material response. Lighting must depend on surface normal, light direction, and camera direction. Polished brass has a compact bright colored specular response; rough brass has a broader dimmer response; ceramic has an ivory diffuse body and a distinct glossy highlight; stone is predominantly matte with restrained procedural surface variation. Glass must show the red inner object through its surface, with stronger reflection toward grazing angles. Correctly order glass and inner geometry; avoid opaque or disappearing panes. A procedural environment and approximate glass are allowed; physically exact refraction is not required.
4. Controlled lighting. Expose a key-light azimuth slider from -90 to +90 degrees, a key on/off button, and a separate inner-lantern on/off button. Draw a small light-source marker that follows the key. The internal light illuminates nearby lantern geometry and a visible patch of the table; a bright unlit sprite alone is insufficient. Keep exposure fixed across toggles so their effect is visible. Provide a Sweep toggle that moves the actual key continuously, without changing camera or materials.
5. Grounding and shadows. The external key casts geometric shadows from opaque lantern parts and sample spheres onto the table. Moving the key changes shadow direction coherently, and disabling it removes its shadows. Use shadow maps or geometric projected shadows; a fixed painted oval is insufficient. Transparent glass may omit shadow casting. Avoid pervasive floating, severe shadow acne, and obvious geometry clipping.
6. Diagnostic presentation. Provide Beauty and Neutral inspection modes. Neutral disables decorative haze, bloom, and vignettes while retaining identical geometry, lights, exposure, and materials. Show current key azimuth and both light states. Home resets camera; Reset restores camera, modes, lights, and azimuth to a documented default. Keep controls accessible by keyboard and usable after resize. No performance claim or fake FPS readout is required.
## Output constraints
Return only one complete HTML document beginning with <!DOCTYPE html>, inline CSS and JavaScript, without Markdown fences. No external libraries, imports, CDNs, fonts, images, models, textures, network requests, or build step. Generate all geometry and shading locally using native browser APIs. It must open offline in a current desktop browser. Start at the composed hero view with controls and instructions visible. If WebGL is unavailable, show an honest capability error instead of a fake render.
## Loop / validation rule
Do not stop drafting until every feature and the checks below are represented. You cannot execute these checks in this tool-free response; mentally trace and correct the document without claiming runtime success.
1. Open offline: the complete 3D lantern, four labeled spheres, red inner object, workbench, and controls appear. Resize and verify legibility.
2. Set Neutral mode. Sweep key azimuth from -60 through 0 to +60 degrees. Highlights move across surfaces; polished and rough brass remain distinct despite matching base color. Ceramic retains a glossy diffuse body and stone remains matte.
3. Observe the key marker and table shadows across the sweep: shadows change consistently with light position. Switch key off: its highlights and shadows disappear without auto-exposure compensating.
4. With the key off, toggle the inner light: nearby frame and table visibly brighten and darken. The lamp is more than an emissive dot.
5. Orbit to both sides and zoom: depth, silhouette, glass transparency, red inner object, and shading remain coherent. Glass reflection strengthens at grazing angles; the inner object does not draw incorrectly in front of the frame.
6. Toggle Beauty/Neutral: only decorative effects change. Use Home and Reset, then verify the documented default and the Sweep control. Keyboard controls and light-state labels match the rendered state.
If any mental check fails, fix and re-run all mental checks before output. The operator validates the result after generation; no extra generation or tool-assisted repair is allowed.