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Default fracturing pushed every sample by one value along the (1, -1) diagonal, so heavily fractured styles such as FRACTAL_SMOKE and the IRIS family formed straight 45 degree edges. It still takes a single fracture sample, but the push direction now turns with that sample's value. That costs a few multiplications per fracture level: 0% on FRACTAL_SMOKE and FRACTAL_WATER, 4% on IRIS_DOUBLE. axialFracturing read its second offset from the same noise with swapped coordinates, which mirrors the warp across x = z. Each axis now samples a far, uncorrelated part of the fracture noise instead. Both change terrain for fractured styles, so existing worlds will show seams at the border to newly generated chunks. Model used: Claude Opus 5.5