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The blotches were solid because the cellular breakup was inverted. cellularFoam returns distance to the nearest cell point, so thresholding it at 0.11 marked only the handful of pixels sitting on a point — isolated specks over most of the patch. The interior was then filled to fully opaque by mixing coverage to 1.0 wherever the foam was dense, which is every pixel near a wake point. The result was a hard white disc with a 25% rim. Threshold across the middle of the cell-distance range instead: most of the patch becomes foam and the gaps between cells are the texture, which is what aerated water looks like. The discs also lose their plateau — falloff now runs from the centre out — and cap at 60% rather than near-opaque, so the froth lightens the water instead of painting over it. The V collapsed because the lateral drift was damped at 1.6/s, which bled it away inside half a lifetime and let both arms fall back onto the path. A wake's arms are straight because separation keeps growing with distance behind, so the drag is now nominal. Emission spacing drops to 0.40/0.60 so patches overlap into a continuous trail rather than a row of blobs, with lifetimes chosen to keep a swimmer's trail inside the 32-point budget.