one world, every painter
every render in this bench was painted on keel, the 96G VRAM workstation — provably: the bench harness renders only through keel's own queue, and every receipt's render-seconds are that queue's own execution timestamps.
← the research index the new-arrivals bench the licence ledgersize 768×768
every cell opens its own specimen sheet: the render full size, its prompt verbatim, and every setting behind it.
a fairytale cottage village overgrown by giant luminous flowers, a red-haired princess walking a petal-strewn lane, rusted colossal war-mech skeletons wound with roses serving as garden trellises, a distant faded mushroom cloud sitting on the horizon like weather. saturated cheerful palette over a quiet apocalypse, golden afternoon light
source: v2 mass render 2026-07-11 (bake_v2_mass.py) — locked painter map + canon seeds + the game's own describe pipeline; medium clause removed (the compared dimension here is the MODEL), per-cell negatives not carried; WORLDS['bloomvale'] + SEED_OFF['scene'] = 91002 + 0 | REUSED by the phase-2 family builder — NOT re-rendered: this is the same render diffusion-bench-0823_worlds_ctrl-albedobase shows, copied here with its own row (same model, prompt, size, seed and steps).
a lone traveler (seen from directly behind, the back of her head:1.3), (a long copper braid down her back:1.2), dark canvas jacket, leather backpack, walking a petal-strewn village lane beneath a rose-wound war-mech skeleton, coat catching golden light. saturated cheerful palette over a quiet apocalypse, golden afternoon light
source: v2 mass render 2026-07-11 (bake_v2_mass.py) — locked painter map + canon seeds + the game's own describe pipeline; medium clause removed (the compared dimension here is the MODEL), per-cell negatives not carried; WORLDS['bloomvale'] + SEED_OFF['avatar'] = 91002 + 23
an evil knight of rusted armor overgrown with living roses, (round glowing lamp eyes:1.25), (a snarling metal grille mouth:1.2), (a glowing glass canister set in its chest:1.3), a segmented metal hose, in a petal-strewn village lane, roses wilting around it
source: v2 mass render 2026-07-11 (bake_v2_mass.py) — locked painter map + canon seeds + the game's own describe pipeline; medium clause removed (the compared dimension here is the MODEL), per-cell negatives not carried; WORLDS['bloomvale'] + SEED_OFF['foe'] = 91002 + 13
a large black curly-coated dog, (a bright white patch of fur on its chest:1.35), floppy ears, (a red collar:1.15), bounding down a petal-strewn village lane past a rose-wound war-mech skeleton, ears flying. saturated cheerful palette over a quiet apocalypse, golden afternoon light
source: v2 mass render 2026-07-11 (bake_v2_mass.py) — locked painter map + canon seeds + the game's own describe pipeline; medium clause removed (the compared dimension here is the MODEL), per-cell negatives not carried; WORLDS['bloomvale'] + SEED_OFF['companion'] = 91002 + 7 | REUSED by the phase-2 family builder — NOT re-rendered: this is the same render diffusion-bench-0823_worlds_ctrl-albedobase shows, copied here with its own row (same model, prompt, size, seed and steps).
↓ receipts.json — every image on this page with its full provenance, machine-readable.