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specimen 16 of 42 · the step ladder — how many steps does a foe actually need?

Scene B

24 steps

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Scene B · 24 steps
shown at its own 512×512 pixels · rendered at 512×512 — never enlarged click to open the image alone
the prompt, verbatim
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)

the data sheet
checkpointalbedobaseXL_v21
loranone in the render graph
samplerdpmpp_2m / karras
steps24
cfg6.0
resolution512×512
seed424242
render time1.55 smeasured from the render graph's own execution timestamps
machinetest rig B (24G)derived — the harness renders only through this rig's own local ComfyUI, and this experiment's every render predates the workstation's first archived render
archivetest rig B (24G) · ~/render-tests render archive
date2026-07-10 14:29:24
master filesceneB__24.jpg
workflowpainted-real the graph itself is not in the archive, so there is nothing to download

every field above is read from this experiment's receipts.json. nothing on this page is inferred except where a line says so.

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