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
R11: calm ↔ rolling
R11: DRAG the compass to steer the wind — grass · fire spread · smoke · embers · rain all follow
R12: wind arrow above the walker — points downwind, grows with the gust
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)
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)
ground · procedural scatter (G4)
fractal trees (G3)
atmosphere
ground blending (H8)
R11: sward-average paint beyond the ring
canopy light-wells drift with the wind (K2)
game ranges (J7)
no profile active
render · culling (H6)
tall+dense front ring hides the far field → cheaper
biome sets (H12)
board
presets
FIRE — spread · burn · colours
fire — spread · burn (H9)
R11: same dial as GRASS — grass·fire·embers·smoke
blade fire (R8 — the grass IS the flame)
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)
0 = lights · 1 = blades
slow pulse at the BASE
R11: how high it climbs
amber ↔ deep red
ground pool ↔ raised
blade oscillation (R10 — the flame tongue)
BotW burn-front edge
0 tight · 1 soft
R12: black stub share left in scars
R12: fire-blade tips dissolve
R12: slow it right down
R15: 0 = procedural bed OFF (record real samples — see assets/sounds/)
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
game note
⚔ 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).