# Spruce detail visibility investigation

The preceding building assessment reported that some fences and table surfaces looked absent in
full proc renders even though block queries found them. This continuation investigated that concrete
discrepancy before changing the furnishings.

The retained `mesh-probe.mjs` loads the earlier interior slice and uses MCRender's mesh methods.
Both `mesh-probe.json` and `mesh-probe-2.json` contain 63 selected spruce fences, stairs and pressure
plates. All 63 have nonempty geometry, with bounding boxes at their expected positions. A ray probe
also reached the selected tabletop. Small mesh buffers, disabled culling and an explicit depth
framebuffer did not reveal lost geometry. These diagnostic variants and their images are retained
here, rather than presented as normal artifact previews.

The decisive diagnostic changed those meshes' rendered tint to red (`tinted.png`). The details
became plainly visible at their expected positions. Spruce surfaces against spruce decks, at these
camera angles and under the proc renderer's flat lighting, were visually camouflaged. This explains
the tested discrepancy; it is not evidence of a universal renderer defect. No renderer patch,
schematic repair or deleted geometry was needed.

The production improvement uses dark-oak guards, darker seating and a contrasting tabletop material,
alongside actual new functional furnishings. The 25 release images use the unmodified proc renderer
and actual generated artifacts. The tinted diagnostic is never used as a beauty render, structural
validation or proof of Minecraft behavior.

These probes are machine-specific development diagnostics for the mounted MCRender environment,
not dependencies of generation, tests or export. Use the documented `examples.building_views`
command for ordinary repeatable previews. Do not use diagnostic tinting when assessing material
coherence or comparing the final artifacts with the references.
