FORGED BY SIN / EVIDENCE LEDGER

A

Public source catalogue · checked 11 July 2026

What ran, what was studied, and what can be reused.

“Executed” means we ran the source locally against the project goblin or its texture-suppressed proxy. “Studied” means primary code and licensing were checked but no runtime screenshot is presented as evidence.

Sable is not open source

No official public Sable renderer source was located. The lab uses its official art breakdown as a design reference and tests open implementations of individual mechanisms; it never labels one of them “the Sable renderer.”

Executed systems
SystemRevision / rightsVerified executionUseful mechanismLimit
Maltb5ba805…
MIT
Blender 5.1.2, live RTX OpenGLTwo-band response; depth, normal, and object-ID linesBlender architecture, not drop-in Three.js
Mœbius-style post33f52b…
MIT code
Controlled Vite / WebGL2 captures on RTX D3D11Depth edges, normal edges, irregular sampling, luma hatchArticle Sandpack pins r149; extraction preserves it; production is direct r184
Godot PSX demo91bd249…
MIT
Godot 4.6.1 Forward+ capturesVertex snapping and vertex-lit material response versus low-resolution color-banding, dither, and fullscreen treatmentPipeline-reach evidence, not a proposed style
Krbne060584…
MIT
OBJ export, typecheck, 312 tests, SVG rendersSilhouette, crease, straight and curvature-following strokesOffline; normalization/welding reduces 6,140 to 6,102 faces
Studied systems
SystemRights positionWhy it mattersDisposition
Delt06 Toon RPMIT code; sample assets separately licensedBroad custom Unity SRP; README says early-stage and not production-testedArchitecture/code study; no sample-media reuse
Kamakura ShadersMIT code; Dreamy sample CC BY-SABroad stylized shader library with explicit sample-rights separationTechnique catalogue; no sample-art copy
Garrett Gunnell Post-ProcessingMIT code; example media includes third-party game imagerySmall, legible screen-space stylization implementationsAlgorithm/code study; no example-media reuse
Windokk Mœbius Shader TestGPL-3.0; demo assets have additional restrictionsUnreal implementation of the same effect familyVisual/source study only
Stylized SkyBSD-3-ClauseSky and atmosphere as primary look ownersWorld-lighting study
GDQuest Godot ShadersMIT code; demo art CC BY-NC-SATeaching material with mixed media rightsCode study only
Non-photorealistic RenderingMIT code; bundled model/media provenance not establishedMinimal C++ / OpenGL NPR referenceAlgorithm/code reference; no bundled-media reuse
Unity Toon ShaderUnity Companion LicenseOfficial production-oriented Unity packageStudy only; not a permissive donor

B

Asset and media honesty

What every image is allowed to claim.

Source GLB4 meshes · 6,140 triangles · one embedded 256×256 base-color atlas.
Texture suppressionProxy tests deliberately replace or ignore the atlas. The asset did not arrive untextured.
Missing witnessesNo rig, animation, morphs, tangents, vertex colors, or dedicated semantic-line channel.
Public mediaEvery bundled screenshot is our local capture; external reference art is linked, not republished.
Asset identity

GLB SHA-256 96DF166216E28160C1554A80B6A84BFE900916F11AAC9EB43D9ADE2D45E6A8EC. Atlas SHA-256 58E1246BDE638A603852CBAE6B762231AEAB12E58034628A0A983EE52AD8ABF2. Krbn normalizes and welds an OBJ export to 6,102 faces, so it is the same source asset but not bit-identical topology.

Art-bible anchors

Value before polish: internal project injunction FINAL_DIRECTIVE.md. A post filter needs compatible source rendering: LDhN-JK3U9g@14:34. Depth edges @01:21. Normal edges @02:55. Controlled irregularity @03:03.

Official Sable anchors

Flat base + shadow: 07:25–08:02. Distance profiles: 08:04–11:44. Three line sources: 12:37–14:22; texture ink 13:48–14:22. Held motion: 15:16–15:36. Procreate surfaces: 16:01–16:38.

Primary inspiration sources

C

Decision ledger

The page stops at a verdict.

Its job is to let the Creative Director choose which responsibility deserves a direct Three r184 prototype. Publishing it does not authorize implementation or editor migration.

Real page state

  • Navigation: stable anchors and a visible chapter menu.
  • Candidate: one sourced approach per section or witness card.
  • View stage: the multi-stage Malt and Mœbius labs select complete renders with radios.
  • Comparison: a fixed candidate-specific baseline plus a reveal slider. Malt uses matched EEVEE; Mœbius and Godot use within-system baselines.
  • Verdict: generated locally; not sent or persisted.
  • Migration: unchanged and explicitly withheld.

Why there are no layer checkboxes

The screenshots are complete renders, not independent GPU buffers. Checkboxes would imply arbitrary combinations that were never rendered or verified. Exclusive stage radios match the evidence model.

Open on purpose

Paint-led, shader-led, or hybrid surface authority; global versus semantic lines; palette, contrast, shadow floor, atmosphere, and motion language.

Verdict checkpoint

Choose a direction signal, a first prototype, and one unacceptable artifact.

Only the selected mechanism becomes a separate work packet with runtime contracts, performance targets, disposal verification, temporal evidence, and regression tests.

Return to the interactive lab