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grass-fire-lab is starting…
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🍃 grass-fire-lab
🌿 Grass
LONG-WIND GRASS — booting…

grass — main layer

0.85
1.00
1.00
0.50
3.20
0.35
R7 L1: tall grass CAN be thick — guidance only nudges toward your [min,max] band; the band's max tapers GENTLY with height (never a forced value)
W:H 1.00:1
1.00
1.00
1.00
0.00
0.50
0.50 R11: calm ↔ rolling
N R11: DRAG the compass to steer the wind — grass · fire spread · smoke · embers · rain all follow -45°
R12: wind arrow above the walker — points downwind, grows with the gust
0.00
0.00
1.00
R7 L2: scatter now MOVES tufts — positional offset ±0.85 cell, tufts cross tile edges — AND a higher density floor fills the ground between tufts. It needed BOTH (movement alone still left gaps).

under-layer · broad-leaf mat (G7)

1.00
1.00
0.18
34
1.00
1.00
0.50
1.00
1.00
0.00
0.00
R9 O8: the mat now carries the main layer's FULL option set — width, curve, hue variation, sway, macro field tint, green bias, root-mid-tip ramp — all independent (R9 O7: presets resync every one of them). M6: post-fire the mat thins ~30% inside scars.

upper accents layer (G2)

1.10
0.35

ground · procedural scatter (G4)

1.40
0.55
0.85
4

trees (G3 fractal + R31 SpeedTree)

18
3
8.0
1.70
1.00
0.851.00
0.450.55
0.650.80
0.851.00
0.700.90
0.751.10
0.951.60

atmosphere

0.17
-2.24
2.60
0.80
0.0014
1.25
5.60

ground blending (H8)

0.00
1.00
1.00
0.00
0.18 🌾 R25: clumps that become wheat (tall golden glume heads)
0.15 🌸 R25: rare tip-flowers (red/white/yellow dots, dies with fire)
🔥 Fire
FIRE — spread · burn · colours

spread · burn

0.50 R11: same dial as GRASS — grass·fire·embers·smoke
0.45
25
0.70
8.00
0.08
0.70
0.80
1.00

blade fire (R8 — the grass IS the flame)

0.45 R11: per-clump dark-red variance
R10: burning grass morphs to this ramp (yellow→amber→RED — your “fire1” preset), runs FAT (×3.2–4, patch-varied) and DENSE (culling resurrects under the fire), GLOWS with its own HDR emission, and OSCILLATES — rapid smooth height waves (the flame tongue, sliders below); slow ember-red→black char; BotW ember rim on the burn front.

fire elements (R10 P6 — every element: toggle + scale slider, all saved)

1.00
1.00
1.00
1.00
0.55
0.80
3.00
0.55 0 = lights · 1 = blades
0.75 slow pulse at the BASE
1.40 R11: how high it climbs
1.00 ground pool ↔ raised

blade fire — colours · oscillation

0.45
0.85
0.55
0.95
0.50
0.90
0.70
1.00 BotW burn-front edge
0.60 0 tight · 1 soft
0.20 R12: black stub share left in scars
0.20 R18: tips GLOW, no alpha
0.55 R12: slow it right down
0.70 R15: 0 = procedural bed OFF (record real samples — see assets/sounds/)
2.40
R10: blades OSCILLATE in rapid smooth height waves (sine — lengthen/shorten IS the flame tongue, zero jitter); slow ember-red→black char; dark stable smoke; BotW ember rim on the burn front; every element has its own scale slider, all saved with presets.
turbulent licking flames · glow · ember trails · full smoke · spin-up ignition

fire presetsR11 — save/load the whole FIRE dial set

⚔ BURNING BLADE CELLS = DAMAGE VOLUME — anything inside a burning cell's footprint takes fire damage each tick (game collision rule, docs/FIRE_MECHANICS.md §7).
🧬 Biome
BIOME LAB — cycle · rate · evolve

biome sets (H12)

presets

⚙ Adv
⚙ ADVANCED — shadows · ranges · board · paint · debug
0.85
canopy light-wells drift with the wind (K2)

game ranges (J7)

no profile active

render · culling (H6)

60 R32: thin far blades (0=off, 60m=default)
tall+dense front ring hides the far field → cheaper

board

8.0

paint · ground

0.07
1.00 sward-average paint beyond the ring

debug · diag

📊 perf HUD — the 📊 chip (left rail) or P · side panels M (collapse all / restore) · throw fire T · ?diag=1 prints the boot error log · ?q= sets density
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