Sources
All fetched 2026-10-01. Two sub-agents did the reading (their reports: notes/painted-meadows-research.md,
notes/realtime-grass-research.md). WebFetch answers through a summarising model, so a quote here is a close
paraphrase unless marked checked: those four I fetched again myself and the wording held. Blogspot pages were
read through the r.jina.ai reader proxy, Ben Golus's Medium article through a translation proxy.
No image, page or frame was downloaded. Descriptions of published art marked observation in the README are from memory.
The game (read in full, a local file, 2026-10-01)
| Source | Taken from it |
|---|---|
docs/art-direction.md | the two looks, the palettes, the paint pass's steps and numbers, the × 3 rule, the budget table |
docs/flora.md, docs/trees.md | today's cards, drifts, atlas, the pipeline; camera-facing cards and the dithered hand-over on trees |
docs/ground.md, docs/lighting.md | kinds of ground, the ground's detail, cloud shade, the single shadow tap, dusk's rule |
docs/perf.md, docs/perf-review.md | pipelines and warm-up rules, the fill's budget hole, uPusher, the wasted vertices past the fade, fill times |
docs/regions.md, src/world/grade.ts, src/world/look.ts | the six regions and Alvheim, the per-region pattern, the seam |
src/world/grass.ts, grass-fill.ts, flora-cards.ts, flora-atlas.ts, flower-bushes.ts, flora-speckle.ts, wind.ts, tiles/meshes.ts, atmosphere.ts, engine/paint.ts, pipeline/flora/subjects.mjs | everything in README section 1 and the structures the code in section 4 is written against |
a local file (sheets, after/, atlas/), artdir/look2/sheets/ | how it looks today |
Painted references
Real-time grass
Could not be confirmed
- How Kibuishi or Falch paint grass, fields or flowers: no statement of theirs found (his process videos gave no transcript; her interviews at Empirix, Barnebokinstituttet, NRK and Dagsavisen do not cover it).
- Any craft source on grass or meadows for Tangled, Encanto, Arcane, Klaus or The Sea Beast; a look talk for Frozen II's vegetation.
- Wohllaib's talk itself, the Horizon Zero Dawn slides and the God of War slides (members-only or too large to fetch): Ghost of Tsushima's numbers rest on two write-ups; "blades are replaced by a terrain texture far off" appeared in a search snippet only.
- Official material on Breath of the Wild's grass rendering (the CEDEC 2017 reports found cover other topics).
- Anything technical on Genshin Impact, Tears of the Kingdom, Ori, Kena or Tunic grass.
- A shipped game's source for brightening grass in a gust.
- A measurement of grass on an Apple mobile GPU or in Safari's WebGPU, or of opaque blades against alpha-tested cards on Apple hardware.
- The game's own grass GPU time: never measured; the 0.1 ms on the M3 in the README is inferred from two lines in
docs/lighting.md. - Krea 2 as the Mac runs it: offline. The card blocks ran on Venice's hosted
krea-v2-largeinstead. - That
setDrawRangelimits every instance's indices on three 0.186's WebGPU backend, and thatcloudShadein the grass'scolorNoderuns per fragment today: both read from the code's shape, not from a run.