same six subjects, same seed, same painter, marching from 20 steps to 40. the render-seconds under each cell are the real cost of the extra steps; the images are what you get for it. read them together.
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 · cfg 6.0 · size 512×512 · seed 424242
every cell opens its own specimen sheet: the render full size, its prompt verbatim, and every setting behind it.
stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark. a hard-faced smuggler in dripping oilskins wading a flooded sea-cave, a gaff hook in one hand and a hooded lantern in the other
⚠ 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)
stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark. REGION VIGNETTE: A thick curtain of sea-fog swallowing the stone breakwater and the distant silhouette of forty huddled rooftops.
⚠ 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)
stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark. REGION VIGNETTE: The weathered stone chapel with its cracked bell tower glowing under a dim amber lantern light.
⚠ 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)
stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark. close-up head-and-shoulders portrait of a precise middle-aged harbormaster in a peaked cap, skeptical fair eyes, his pen poised mid-entry, the ledger counter a blur below, amber on grey
⚠ 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)
stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark. close-up head-and-shoulders portrait of a quiet devout lampwright, wick-trimming scissors in hand, warm amber glow on her face, night fog-blue behind
⚠ 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)
stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark. a towering humanoid monster built of jagged translucent white salt crystal, looming full-figure, smaller dry husk-people half-merged into its glittering salt mass, no face
⚠ 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