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