# Moon photographic texture adoption

Orchestrator: new round. The shared terrain detail-texture system is in main ([revision removed]). Read [path removed] first (API: TerrainTextureLibrary recipes, 12 CC0 layers incl. Regolith, RegolithCratered, RockFace, RockStrata, Boulder, Gravel, MarsSand/Ground/Cracked, Ice, TitanSand, TitanPebbles; per-slot tint keeps your palette; rock instances can use the Boulder/RockFace maps). Steps: (1) with labs stopped, git merge main once, then run bash [path removed] import (new texture assets must be imported, otherwise checks fail with 'Unable to open file ...ctexarray'), rebuild. (2) Opt your regions in with a recipe and tune it against your references; apply the rock maps to your rock instances. (3) Replace instanced gravel/pebble clutter with the Gravel/debris texture where the texture now carries it, cutting rock triangle cost (keep larger rocks as geometry). (4) Compare before/after at close, gameplay and far, keep palettes body-specific, no visible tiling. A shared scanned-rock library (CC0 Poly Haven moon_rock_01..07 and boulders) is being built on [branch removed]; do not build your own. Full force allowed. Same validation (region suite, your terrain checks, art-lab checks, production budget), lean evidence, about 500k terrain triangles per view. Merge main only once this round. Commit, report, stop.

Family notes: Moon (Tycho already has a starter recipe from the texture session; extend it and add Aristarchus, Marius, Cabeus with regolith/rock, darker pyroclastic tint for Aristarchus).
