# Slop visuals — ParVagues × Slopmotion (Kevin)

**Slopmotion** is visual-generation software our friend **Kevin** is building. He's put
a lot of work into it recently (new capabilities / capas). Two horizons for us:

- **Short-term (NOW):** use it as a *generator* — produce easy, shareable **MP4** clips
  for Instagram / socials from ParVagues material. Low commitment, high value.
- **Long-term (LATER, not ready yet):** evaluate it as a **live gig visual engine**
  (real-time backdrop, à la the HUD scene layer #22). Kevin's own read is it's not
  there yet — so this stays exploratory, no gig dependency on it.

## Our jobs here
1. **Generate** — get Slopmotion running locally, feed it ParVagues audio/imagery,
   render a first shareable MP4. Output clips land in this dir (`visuals/slop/out/`).
2. **Give Kevin feedback** — capture reactions as we use it (see `FEEDBACK.md`).
   He built the capas; concrete, kind, specific feedback is the gift back.
3. **Assess as engine** (later) — does it fit the "perf-isolated backdrop" law
   (never stalls audio/editor)? Compare with HUD Feature B (#22).

## Pointers (fill in as we learn)
- Slopmotion source / repo: **TODO — get from Kevin** (path or URL). Searched this
  machine thoroughly (2026-07-25) — not installed here yet; this is the real blocker
  on actually running a first generation.
- Install / run notes: TODO
- Input formats it wants (audio? stems? images?): TODO
- Export settings for Insta (aspect, codec, length): TODO — target H.264 mp4,
  vertical 1080×1920 for stories/reels, ≤60s.

## Staged test input (ready the moment Slopmotion is available)
`samples/opal2024_mauerpark_173s-233s.flac` — 60s excerpt, 2:53–3:53 of
`Prod/Opal2024/12_Mauerpark.flac` (loudest sustained window, found via RMS sliding-sum).
Chosen deliberately: same track lineage as `live/midi/nova/techno/ete_a_mauerpark.tidal`
(currently being edited for OPAL 2026) and same event series (Opal) — the natural
first test clip once Slopmotion is in hand.

Related: `../../live/` (source tracks), HUD scene backdrop (task #22),
GLITCHWAVE source imagery.
