Closes the automated half of slice VM6 at754d59d9and records how it was proven. The first pixel method (clock pin 0 s vs 3 s, wind-off pair as the control) is recorded as confounded: the treeline silhouette carries a bimodal 0-or-~280 px rasterisation churn between runs of the same binary, and two conclusions drawn from it were retracted. The replacement apparatus (same pin, wind on vs off, two captures per arm, robust mask = AND of the four cross pairs minus both repeat pairs, shadows off so only geometry can move) found the round-4 defect (wind welded to the shadow gate: 1 m wind = 49-65 px vs a 22 px floor while the CPU state was correct) and, after round 5, gives 14,993 robust wind pixels vs a 65 px floor, every one on a treeline tree, hillside tree or shoreline bush, with the wind-off frame matching the pre-round-4 plain pipeline at mean |d| 0.007 (round 4'seec95535: 1.77, the overhead-sun regression the narrow review caught). tools/vm6/wind-pixel-proof.py is the analysis command the closeout names; evidence overlays under docs/research/evidence/vm6. Plan: VM6 ledger row CODE-COMPLETE 2026-08-23, owner visual gate owed (section VM6 Acceptance). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
7.4 KiB
VM6 — does the wind move the trees, and only the trees?
Date: 2026-08-23 · Campaign: VM slice VM6 · Status: see the verdict at the end; the owner's visual gate (plan §VM6 Acceptance) is still owed regardless.
Question. With the built-in acdream.atmospheric pack, does the
foliage-wind displacement reach the production world geometry, and is it
confined to procedural scenery foliage?
This note records the apparatus that finally answered it, including the first method that did not — two wrong conclusions were drawn from it before the confound was found, and both are recorded here so nobody re-derives them.
Apparatus
Offline pixel gate (tools/run-offline-pixel-gate.ps1, Release, -SkipBuild,
-Uncapped, 1280×720, day group 0 "Sunny" → WeatherKind.Clear, day
fraction 0.5, MSAA 0), isolated settings, the fixed offline scene the VM0/VM3
captures use, drawn through RetailPViewPassExecutor.DrawPackedProductionRoute
(the production entity route). -RenderPackPreset high; ACDREAM_SKY_PHASE_SECONDS
pins the pack's per-graph clock so two captures at the same pin see the same
wind phase. Pixel metric: max-channel |Δ| ≥ 8
(tools/vm6/wind-pixel-proof.py, numpy).
Method 1 (confounded — do not reuse): "t0→t3 with wind on, minus t0→t3 with wind off"
The idea was that the clock pin at 0 s vs 3 s moves only the wind, so the
wind-off pair is a control for everything else the clock drives. It is not:
the same binary, same settings, same pin differs run-to-run by 0 or ~280
px, bimodally, and those pixels are isolated single-pixel flips along the
treeline's leaf edges (artifacts/vm6amp/churn-crop.png) — rasterisation
edge flips, not content. Whether the churn lands in the wind pair or the
control pair is luck, so "wind-only" counts of 23 / 314 / 568 / 703 px from
this method on 43e3abed / a82959f1 were all within that churn. The
overlay images looked convincing precisely because the churn sits on tree
silhouettes. Two conclusions drawn from it — "the F1 packed-classifier fix
is confirmed by pixels" and "wind reaches the geometry" — were unsupported.
(The F1 fix itself is correct; the round-3 Opus review traced it to the GPU
word by reading, and the round-4 apparatus below confirms geometry motion.)
Method 2: same pin, wind on vs off, signal amplified, repeats as the floor
Settings wind-strength = 2, wind-lean-metres = 1, wind-branch-metres = 1,
wind-flutter-metres = 0.5 make the canopy displacement ~1 m — several
pixels even at this scene's treeline distance, where the default Clear wind
(≤ 11 cm lean) is sub-pixel. Two captures per arm; the repeat pairs measure
the floor; the four cross pairs measure the effect.
Results
fccba839 (round 3), sun-shadow-strength = 0
| Pair | px ≥ 8 |
|---|---|
| wind-off A vs wind-off B (floor) | 22 |
| amplified-wind A vs amplified-wind B (floor + churn) | 317 |
| amplified A vs wind-off A / B | 65 / 49 |
| amplified B vs wind-off A / B | 284 / 273 |
| robust mask (all four cross pairs, neither repeat pair) | 1 |
A 1 m wind produced nothing. A CPU probe in ResolveFoliageWind (removed
after the run) showed the state was right — first advance at serial 2 snaps
to Clear (0.25, 0.15), strength 1, gate on, one graph instance — so the
uniform was correct and the world pass never used it.
Cause (by reading, round-4 finding): the wind was welded to "directional
shadows rendered this frame". DirectionalSunShadowRenderer.Render left the
frame binding Disabled whenever the environment gate said no;
WbDrawDispatcher.PipelinesFor then fell back to the plain mesh_modern
pipeline, which has no foliage_wind.glsl at all; and
BindDirectionalShadowReceiver returned early on !Enabled. The gate is
dayGroupPolicy × sunElevationResponse × strength, so the wind also stopped
every night, at user strength 0 and under the portal cover. Fixed in round 4
by publishing a valid-but-disabled binding (zeroed shadow block, flags 0 —
the receiver shader already returns visibility 1.0 on that bit — plus the
wind frame slice) so the built-in pack's world pass always runs the receiver
pipeline.
eec95535 (round 4), sun-shadow-strength = 0
| Pair | px ≥ 8 |
|---|---|
| wind-off A vs wind-off B (floor) | 19 |
| amplified-wind A vs amplified-wind B (repeat) | 51 |
| amplified A/B vs wind-off A/B (four cross pairs) | 13,876 / 13,887 / 13,893 / 13,903 |
| robust mask (all four cross pairs, neither repeat pair) | 13,854 |
| default Clear strength vs both wind-off, floor-excluded | 1,402 (2,655 at |
Per-60-row band of the robust mask: [8580, 4101, 800, 61, 0, 110, 14, 188, 0, 0, 0, 0] —
the treeline (rows 0–180), the hillside trees (rows 300–360) and the
shoreline bushes (rows 420–480). Overlays:
evidence/vm6/eec95535-amplified-wind-vs-off-shadows-off.png (every tree
and bush red; no house, fence, road, lifestone, ground, water or UI pixel),
evidence/vm6/eec95535-default-clear-wind-vs-off-shadows-off.png, the
amplified frame itself evidence/vm6/eec95535-amplified-wind-frame.png, and
the Method-1 churn crop evidence/vm6/method1-run-to-run-churn-crop.png.
754d59d9 (round 5 — gated-off frames light from the authored sun again)
The round-4 narrow review found that round 4's decoupling lit every
shadow-gated-off frame from straight overhead: both receiver vertex shaders
take the sun direction from the shadow block, and the disabled block's
(0,0,1) guard became the sun. Round 5 makes the receiver verts fall back
to the plain pipeline's uLights expression when the flag bit is clear.
Same apparatus, wind-off arm compared across binaries (shadows off, same
pin):
| Pair | px ≥ 8 | mean |Δ| |
|---|---|---|
| 754d59d9 wind-off A vs B (floor) | 65 | 0.002 |
| 754d59d9 vs fccba839 (plain pipeline, pre-round-4) | 277 | 0.007 |
| eec95535 vs fccba839 (the round-4 regression) | 32,538 | 1.77 |
Wind on 754d59d9: robust mask 14,993 px (amplified), same bands as
round 4.
Verdict
On 754d59d9 the foliage wind reaches the production world geometry with
the shadow term removed (so it is geometry, not shadow), is 700× the
run-to-run floor when amplified and 70× at the default Clear strength, and
is confined to procedural scenery foliage in this scene. Earlier binaries:
43e3abed had no geometry wind at all on the production route (round-2
review F1, confirmed by reading); a82959f1/fccba839 had it only while the
shadow gate was open (round-4 defect); eec95535 had the wind but lit
shadow-gated-off frames from overhead (round-5 defect).
Commands: tools/run-offline-pixel-gate.ps1 -Out <dir> -SkipBuild -RenderPackPreset high -SkyPhaseSeconds 3 -Uncapped -RenderPackSettingOverrides @{ 'wind-enabled'='true'|'false'; 'sun-shadow-strength'='0'; [amplified: 'wind-strength'='2'; 'wind-lean-metres'='1'; 'wind-branch-metres'='1'; 'wind-flutter-metres'='0.5'] }
(Release, two captures per arm as above); analysis
py tools/vm6/wind-pixel-proof.py <root> (robust mask = AND of the four
cross-pair masks minus both repeat-pair masks; writes diff-robust-wind.png).
What this does and does not prove
- Method 2 with shadows off isolates geometry motion (no shadow term can change), and the robust mask confines it to where the wind model says it should be.
- It does not prove the motion looks right — amplitude, rhythm and the Clear/Rain/Storm table are the owner's call at the visual gate — nor does the offline scene exercise weather other than Clear.