diff --git a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md index 80db5a37c..2222049bf 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md @@ -289,6 +289,21 @@ teardown proven (run abort → 0 children); Meadow ground tint converged to the 470/470 EditMode; console clean. Edit-mode renders: base reads as a living meadow with a worn path to the warpgate. +## Part N — flora feel fix (`9670465e2`): the double-animation diagnosis + +Operator lap on the ground bundle: flowers too dense + "the waving/shader doesn't look great, not sure what +to change." Diagnosis: **every Synty flora prop in BOTH biomes runs the `Synty/Foliage` VERTEX-wind shader** +(light+strong wind, twist, gale-bend all enabled at authored defaults) — the AmbientMotionSystem root-tilt +sway has been double-animating all flora since it shipped, and the newly enabled ground-flush carpets +(`Flowers_Flat`, `Grass_*_Plane`) lift their edges off the ground on ANY root rotation. ★ Lesson: before +transform-animating "static" art, check the shader — Synty foliage is never static. + +Fix: `SwayEnabled=false` (code default + the serialized scene value — the ★ serialized-beats-initializer +gotcha again); the shader wind IS the idle motion, walk-through rustle stays as the reactive layer; flat +carpets excluded from the flora cache entirely; flower drifts thinned deterministically (Flat 40% / +Wildflower+Sunflower 50%, center r<13 ×0.6 → 17/38 off) so the play/build area reads clear and flowers +become ring accents. + ## Next-session intent **Phase 1.5b bundle 1 (ground) is SHIPPED**; remaining locked bundles in order: **2) decals** (explosion