Growing the valley in layers
New crafted cottages and reusable vegetation now appear together in the valley. The first wide review showed scattered planting, so the next pass groups richer ground cover and broader crowns into glades.
Originalnotiz und Messwerte (Englisch)
Can a larger valley feel lush while its paths and gathering places stay legible? Six new vegetation bases join the earlier broad-crown study and animated bush. The first actual Unity integration replaced existing tree rendering at authored anchors and added low planting. Its wide composition still looked too scattered and flat, so this intermediate result was rejected for final art direction. Local leaf colors, broader crowns and shared meadow/glade coloring are being prepared rather than spending on cosmetic duplicates. Measured in the first integrated Editor Play scene on 16 October 2026, Europe/Zurich, source overhaul-first-cfe0080729e8a681: 592 tree visual replacements, 428 low plants, 887 navigation solids and 25 roads. The last two values match the pre-landscape snapshot. These counts do not establish rendering performance or final visual acceptance. The simulation was paused after a concurrent source reload. The first cottage and market close views show working textured replacements, but a gable opening and doorway scale were flagged for a local correction. The failed wide-as-close capture attempts remain private and are not evidence. Final clustered placement, atmosphere, character refinements, representative frame timing and the final native rebuild remain pending. The source document valley-vegetation.md records boundaries and recovery.