the standard six-subject spread: two foes, two scenes, two avatars, all real cove content, all painted by the same model at the same settings. only the style clause changes. this is the test that decides what a world looks like.
every render on this page was painted on test rig B (24G) — provably, two ways: the harness that made them renders only through that rig's own local ComfyUI, and every timestamp predates the workstation's first archived render.
← the research index the licence ledgercheckpoint albedobaseXL_v21 · sampler dpmpp_2m · scheduler karras · steps 20 · cfg 6.0 · size 768×768 · seed 424242
every cell opens its own specimen sheet: the render full size, its prompt verbatim, and every setting behind it.
each cell is its own prompt — shown above the image and in full in this page's receipts.json.
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: foe seed (subject-only, #663)
each cell is its own prompt — shown above the image and in full in this page's receipts.json.
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: game region vignette (history, style-stripped)
each cell is its own prompt — shown above the image and in full in this page's receipts.json.
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: game region vignette (history, style-stripped)
each cell is its own prompt — shown above the image and in full in this page's receipts.json.
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: NPC art seed (game's own)
each cell is its own prompt — shown above the image and in full in this page's receipts.json.
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: NPC art seed (game's own)
each cell is its own prompt — shown above the image and in full in this page's receipts.json.
⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.
source: foe seed (subject-only, #663)
↓ receipts.json — every image on this page with its full provenance, machine-readable.
painted by: albedobase xl 2.1 — OpenRAIL++-class, credit given