Name the frame's category for the decision, not the maths

`Attribute::Geometry` becomes `Attribute::Compose`, and `film_sim` moves
from `[tone, colour]` to `[effect]`.

Two categories were doing the wrong job. "Geometry" describes what crop,
straighten and the quarter turns do to coordinates — but it describes lens
distortion correction exactly as well, and that is not a compositional
choice at all. Naming the attribute for the photographer's decision is what
separates it from `Optics`: one is what the lens did, the other is what
they chose. The maths the two have in common is not the thing worth
filing them under.

A film stock declared both `tone` and `colour`, so "Kodachrome" appeared in
the Light group beside exposure and again in Colour beside white balance —
two places, neither of which is where anyone looks for it. It is neither:
`Effect` is defined in this same file as "applied rather than corrected — a
look, not a fix", which is what a stock is. That it moves tone and colour
is true of every look, and is not what the attribute is for.

`from_name` still accepts "geometry" on the way in. That string is
persisted in `develop.copy_attributes`, and an entry it fails to parse is
not an error — `presets::scope_for` logs it and drops it — so without the
alias an existing settings file would have quietly narrowed what a paste
carries. `name` writes the current spelling, so the file migrates itself
the first time it is saved.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-09-05 14:34:03 +02:00
co-authored by Claude Opus 5
parent 95e854b5a2
commit 8e7b1350bf
14 changed files with 55 additions and 34 deletions
+7 -1
View File
@@ -1,6 +1,12 @@
id: film_sim
order: 25
attributes: [tone, colour]
# Effect, not tone-and-colour. It declared both, which put "Kodachrome" in
# the Light group beside exposure and again in Colour beside white balance —
# two places, neither of which is where anyone looks for it, and both of which
# it crowded. A stock is `Effect`'s own definition: applied rather than
# corrected, a look and not a fix. That it moves tone and colour is true of
# every look and is not what the attribute is for.
attributes: [effect]
rust: FilmSim
why_rust: |