{
 "experiment": "world-brass-reach-models",
 "title": "the brass reach",
 "compares": "the painter",
 "archive": "diffusion-bench-0823_world-brass_reach_models",
 "columns": [
  "z-image-turbo-bf16",
  "flux2-klein-4b-bf16",
  "z-image-base-bf16",
  "hidream-o1-dev-fp8",
  "chroma1-hd-fp8",
  "krea2-turbo-fp8",
  "mage-flow-turbo-int8",
  "ernie-image-turbo-bf16",
  "kandinsky5-lite-bf16"
 ],
 "lede": "one world, every painter",
 "note": "",
 "source": "render-tests",
 "tests": [],
 "internal": false,
 "images": [
  {
   "subject": "The Brass Reach \u00b7 scene",
   "row": "",
   "column": "z-image-turbo-bf16",
   "prompt": "a canyon city built from brass pipework and boilers into red cliff walls, airships docking at steam-wreathed gantries at dusk, thousands of gaslit windows, a river of molten light on the canyon floor. brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['scene'] = 91007 + 0 | REUSED by the phase-2 family builder \u2014 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).",
   "image": "img/full/the-brass-reach-scene-z-image-turbo-bf16.webp",
   "tile": "img/the-brass-reach-scene-z-image-turbo-bf16.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "z_image_turbo_bf16.safetensors",
   "arm_column": "z-image-turbo-bf16",
   "lora": [],
   "sampler": "res_multistep",
   "scheduler": "simple",
   "steps": 8,
   "cfg": 1.0,
   "width": 768,
   "height": 768,
   "seed": 91007,
   "render_seconds": 1.23,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__scene__ctrl-z-image-turbo__s91007.jpg",
   "id": "the-brass-reach-scene-z-image-turbo-bf16",
   "archive_id": "brass_reach__scene__ctrl-z-image-turbo__s91007",
   "cell_label": "",
   "at": "2026-08-23T14:08:07+00:00",
   "machine": "keel (96G VRAM workstation)",
   "workflow": "diffusion-0823/ctrl-z-image-turbo",
   "law": "cleared",
   "law_detail": "z-image turbo (bf16) \u2014 Apache-2.0",
   "sid": "the-brass-reach-scene-z-image-turbo-bf16"
  },
  {
   "subject": "The Brass Reach \u00b7 scene",
   "row": "",
   "column": "flux2-klein-4b-bf16",
   "prompt": "a canyon city built from brass pipework and boilers into red cliff walls, airships docking at steam-wreathed gantries at dusk, thousands of gaslit windows, a river of molten light on the canyon floor. brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['scene'] = 91007 + 0 | REUSED by the phase-2 family builder \u2014 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).",
   "image": "img/full/the-brass-reach-scene-flux2-klein-4b-bf16.webp",
   "tile": "img/the-brass-reach-scene-flux2-klein-4b-bf16.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "flux-2-klein-4b.safetensors",
   "arm_column": "flux2-klein-4b-bf16",
   "lora": [],
   "sampler": "euler",
   "scheduler": null,
   "steps": 4,
   "cfg": 1.0,
   "width": 768,
   "height": 768,
   "seed": 91007,
   "render_seconds": 0.62,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__scene__flux2-klein-4b__s91007.jpg",
   "id": "the-brass-reach-scene-flux2-klein-4b-bf16",
   "archive_id": "brass_reach__scene__flux2-klein-4b__s91007",
   "cell_label": "",
   "at": "2026-08-23T13:53:23+00:00",
   "machine": "keel (96G VRAM workstation)",
   "workflow": "diffusion-0823/wave1-klein4b-bf16",
   "law": "cleared",
   "law_detail": "flux.2 [klein] 4B \u2014 Apache License 2.0",
   "sid": "the-brass-reach-scene-flux2-klein-4b-bf16"
  },
  {
   "subject": "The Brass Reach \u00b7 scene",
   "row": "",
   "column": "z-image-base-bf16",
   "prompt": "a canyon city built from brass pipework and boilers into red cliff walls, airships docking at steam-wreathed gantries at dusk, thousands of gaslit windows, a river of molten light on the canyon floor. brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['scene'] = 91007 + 0 | REUSED by the phase-2 family builder \u2014 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).",
   "image": "img/full/the-brass-reach-scene-z-image-base-bf16.webp",
   "tile": "img/the-brass-reach-scene-z-image-base-bf16.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "z_image_bf16.safetensors",
   "arm_column": "z-image-base-bf16",
   "lora": [],
   "sampler": "res_multistep",
   "scheduler": "simple",
   "steps": 32,
   "cfg": 4.0,
   "width": 768,
   "height": 768,
   "seed": 91007,
   "render_seconds": 7.91,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__scene__z-image-base__s91007.jpg",
   "id": "the-brass-reach-scene-z-image-base-bf16",
   "archive_id": "brass_reach__scene__z-image-base__s91007",
   "cell_label": "",
   "at": "2026-08-23T14:12:06+00:00",
   "machine": "keel (96G VRAM workstation)",
   "workflow": "diffusion-0823/wave1-zimage-base-bf16",
   "law": "cleared",
   "law_detail": "z-image base (undistilled) \u2014 Apache-2.0",
   "sid": "the-brass-reach-scene-z-image-base-bf16"
  },
  {
   "subject": "The Brass Reach \u00b7 scene",
   "row": "",
   "column": "hidream-o1-dev-fp8",
   "prompt": "a canyon city built from brass pipework and boilers into red cliff walls, airships docking at steam-wreathed gantries at dusk, thousands of gaslit windows, a river of molten light on the canyon floor. brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['scene'] = 91007 + 0 | REUSED by the phase-2 family builder \u2014 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).",
   "image": "img/full/the-brass-reach-scene-hidream-o1-dev-fp8.webp",
   "tile": "img/the-brass-reach-scene-hidream-o1-dev-fp8.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "hidream_o1_image_dev_fp8_scaled.safetensors",
   "arm_column": "hidream-o1-dev-fp8",
   "lora": [],
   "sampler": null,
   "scheduler": "normal",
   "steps": 32,
   "cfg": 1.0,
   "width": 768,
   "height": 768,
   "seed": 91007,
   "render_seconds": 2.45,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__scene__hidream-o1-dev__s91007.jpg",
   "id": "the-brass-reach-scene-hidream-o1-dev-fp8",
   "archive_id": "brass_reach__scene__hidream-o1-dev__s91007",
   "cell_label": "",
   "at": "2026-08-23T13:54:34+00:00",
   "machine": "keel (96G VRAM workstation)",
   "workflow": "diffusion-0823/wave1-hidream-o1-dev-fp8",
   "law": "cleared",
   "law_detail": "hidream-o1-image-dev \u2014 MIT",
   "sid": "the-brass-reach-scene-hidream-o1-dev-fp8"
  },
  {
   "subject": "The Brass Reach \u00b7 scene",
   "row": "",
   "column": "chroma1-hd-fp8",
   "prompt": "a canyon city built from brass pipework and boilers into red cliff walls, airships docking at steam-wreathed gantries at dusk, thousands of gaslit windows, a river of molten light on the canyon floor. brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['scene'] = 91007 + 0 | REUSED by the phase-2 family builder \u2014 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).",
   "image": "img/full/the-brass-reach-scene-chroma1-hd-fp8.webp",
   "tile": "img/the-brass-reach-scene-chroma1-hd-fp8.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "Chroma1-HD-fp8mixed.safetensors",
   "arm_column": "chroma1-hd-fp8",
   "lora": [],
   "sampler": "euler",
   "scheduler": "beta",
   "steps": 32,
   "cfg": 3.5,
   "width": 768,
   "height": 768,
   "seed": 91007,
   "render_seconds": 7.68,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__scene__chroma1-hd__s91007.jpg",
   "id": "the-brass-reach-scene-chroma1-hd-fp8",
   "archive_id": "brass_reach__scene__chroma1-hd__s91007",
   "cell_label": "",
   "at": "2026-08-23T14:17:45+00:00",
   "machine": "keel (96G VRAM workstation)",
   "workflow": "diffusion-0823/wave1-chroma1-hd-fp8",
   "law": "cleared",
   "law_detail": "chroma1-hd (fp8mixed repack) \u2014 Apache-2.0",
   "sid": "the-brass-reach-scene-chroma1-hd-fp8"
  },
  {
   "subject": "The Brass Reach \u00b7 scene",
   "row": "",
   "column": "krea2-turbo-fp8",
   "prompt": "a canyon city built from brass pipework and boilers into red cliff walls, airships docking at steam-wreathed gantries at dusk, thousands of gaslit windows, a river of molten light on the canyon floor. brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['scene'] = 91007 + 0 | REUSED by the phase-2 family builder \u2014 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).",
   "image": "img/full/the-brass-reach-scene-krea2-turbo-fp8.webp",
   "tile": "img/the-brass-reach-scene-krea2-turbo-fp8.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "krea2_turbo_fp8_scaled.safetensors",
   "arm_column": "krea2-turbo-fp8",
   "lora": [],
   "sampler": "euler",
   "scheduler": "simple",
   "steps": 8,
   "cfg": 1.0,
   "width": 768,
   "height": 768,
   "seed": 91007,
   "render_seconds": 2.07,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__scene__krea2-turbo__s91007.jpg",
   "id": "the-brass-reach-scene-krea2-turbo-fp8",
   "archive_id": "brass_reach__scene__krea2-turbo__s91007",
   "cell_label": "",
   "at": "2026-08-23T13:55:43+00:00",
   "machine": "keel (96G VRAM workstation)",
   "workflow": "diffusion-0823/wave1-krea2-turbo-fp8",
   "law": "cleared",
   "law_detail": "krea 2 turbo (fp8_scaled) \u2014 Krea 2 Community License Agreement v.1",
   "sid": "the-brass-reach-scene-krea2-turbo-fp8"
  },
  {
   "subject": "The Brass Reach \u00b7 scene",
   "row": "",
   "column": "mage-flow-turbo-int8",
   "prompt": "a canyon city built from brass pipework and boilers into red cliff walls, airships docking at steam-wreathed gantries at dusk, thousands of gaslit windows, a river of molten light on the canyon floor. brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['scene'] = 91007 + 0 | REUSED by the phase-2 family builder \u2014 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).",
   "image": "img/full/the-brass-reach-scene-mage-flow-turbo-int8.webp",
   "tile": "img/the-brass-reach-scene-mage-flow-turbo-int8.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "mage_flow_turbo_int8_convrot.safetensors",
   "arm_column": "mage-flow-turbo-int8",
   "lora": [],
   "sampler": "euler",
   "scheduler": "simple",
   "steps": 4,
   "cfg": 1.0,
   "width": 768,
   "height": 768,
   "seed": 91007,
   "render_seconds": 0.79,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__scene__mageflow-turbo__s91007.jpg",
   "id": "the-brass-reach-scene-mage-flow-turbo-int8",
   "archive_id": "brass_reach__scene__mageflow-turbo__s91007",
   "cell_label": "",
   "at": "2026-08-23T14:21:13+00:00",
   "machine": "keel (96G VRAM workstation)",
   "workflow": "diffusion-0823/wave1-mageflow-turbo-int8",
   "law": "cleared",
   "law_detail": "mage-flow 4B turbo (int8) \u2014 MIT License",
   "sid": "the-brass-reach-scene-mage-flow-turbo-int8"
  },
  {
   "subject": "The Brass Reach \u00b7 scene",
   "row": "",
   "column": "ernie-image-turbo-bf16",
   "prompt": "a canyon city built from brass pipework and boilers into red cliff walls, airships docking at steam-wreathed gantries at dusk, thousands of gaslit windows, a river of molten light on the canyon floor. brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['scene'] = 91007 + 0 | REUSED by the phase-2 family builder \u2014 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).",
   "image": "img/full/the-brass-reach-scene-ernie-image-turbo-bf16.webp",
   "tile": "img/the-brass-reach-scene-ernie-image-turbo-bf16.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "ernie-image-turbo.safetensors",
   "arm_column": "ernie-image-turbo-bf16",
   "lora": [],
   "sampler": "euler",
   "scheduler": "simple",
   "steps": 8,
   "cfg": 1.0,
   "width": 768,
   "height": 768,
   "seed": 91007,
   "render_seconds": 1.44,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__scene__ernie-turbo__s91007.jpg",
   "id": "the-brass-reach-scene-ernie-image-turbo-bf16",
   "archive_id": "brass_reach__scene__ernie-turbo__s91007",
   "cell_label": "",
   "at": "2026-08-23T14:21:44+00:00",
   "machine": "keel (96G VRAM workstation)",
   "workflow": "diffusion-0823/wave1-ernie-turbo-bf16",
   "law": "cleared",
   "law_detail": "ernie-image turbo (baidu) \u2014 Apache License 2.0",
   "sid": "the-brass-reach-scene-ernie-image-turbo-bf16"
  },
  {
   "subject": "The Brass Reach \u00b7 scene",
   "row": "",
   "column": "kandinsky5-lite-bf16",
   "prompt": "a canyon city built from brass pipework and boilers into red cliff walls, airships docking at steam-wreathed gantries at dusk, thousands of gaslit windows, a river of molten light on the canyon floor. brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['scene'] = 91007 + 0 | REUSED by the phase-2 family builder \u2014 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).",
   "image": "img/full/the-brass-reach-scene-kandinsky5-lite-bf16.webp",
   "tile": "img/the-brass-reach-scene-kandinsky5-lite-bf16.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "kandinsky5lite_t2i.safetensors",
   "arm_column": "kandinsky5-lite-bf16",
   "lora": [],
   "sampler": "euler",
   "scheduler": "simple",
   "steps": 32,
   "cfg": 3.5,
   "width": 768,
   "height": 768,
   "seed": 91007,
   "render_seconds": 6.57,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__scene__kandinsky5-lite__s91007.jpg",
   "id": "the-brass-reach-scene-kandinsky5-lite-bf16",
   "archive_id": "brass_reach__scene__kandinsky5-lite__s91007",
   "cell_label": "",
   "at": "2026-08-23T14:29:17+00:00",
   "machine": "keel (96G VRAM workstation)",
   "workflow": "diffusion-0823/p2-kandinsky5-lite-bf16",
   "law": "cleared",
   "law_detail": "kandinsky 5.0 image lite \u2014 The MIT License (MIT)",
   "sid": "the-brass-reach-scene-kandinsky5-lite-bf16"
  },
  {
   "subject": "The Brass Reach \u00b7 avatar",
   "row": "",
   "column": "z-image-turbo-bf16",
   "prompt": "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, standing at a gantry rail overlooking (a brass canyon city at dusk, thousands of gaslit windows:1.25). brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['avatar'] = 91007 + 23",
   "image": "img/full/the-brass-reach-avatar-z-image-turbo-bf16.webp",
   "tile": "img/the-brass-reach-avatar-z-image-turbo-bf16.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "z_image_turbo_bf16.safetensors",
   "arm_column": "z-image-turbo-bf16",
   "lora": [],
   "sampler": "res_multistep",
   "scheduler": "simple",
   "steps": 8,
   "cfg": 1.0,
   "width": 768,
   "height": 768,
   "seed": 91030,
   "render_seconds": 1.22,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__avatar__ctrl-z-image-turbo__s91030.jpg",
   "id": "the-brass-reach-avatar-z-image-turbo-bf16",
   "archive_id": "brass_reach__avatar__ctrl-z-image-turbo__s91030",
   "cell_label": "",
   "at": "2026-08-23T14:08:09+00:00",
   "machine": "keel (96G VRAM workstation)",
   "workflow": "diffusion-0823/ctrl-z-image-turbo",
   "law": "cleared",
   "law_detail": "z-image turbo (bf16) \u2014 Apache-2.0",
   "sid": "the-brass-reach-avatar-z-image-turbo-bf16"
  },
  {
   "subject": "The Brass Reach \u00b7 avatar",
   "row": "",
   "column": "flux2-klein-4b-bf16",
   "prompt": "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, standing at a gantry rail overlooking (a brass canyon city at dusk, thousands of gaslit windows:1.25). brass and oxblood palette, dense mechanical detail, dusk glow",
   "prompt_source": "v2 mass render 2026-07-11 (bake_v2_mass.py) \u2014 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['brass_reach'] + SEED_OFF['avatar'] = 91007 + 23",
   "image": "img/full/the-brass-reach-avatar-flux2-klein-4b-bf16.webp",
   "tile": "img/the-brass-reach-avatar-flux2-klein-4b-bf16.webp",
   "shown_width": 768,
   "shown_height": 768,
   "checkpoint": "flux-2-klein-4b.safetensors",
   "arm_column": "flux2-klein-4b-bf16",
   "lora": [],
   "sampler": "euler",
   "scheduler": null,
   "steps": 4,
   "cfg": 1.0,
   "width": 768,
   "height": 768,
   "seed": 91030,
   "render_seconds": 0.63,
   "colour": null,
   "measured": true,
   "origin": "keel \u00b7 the bench render archive",
   "master": "brass_reach__avatar__flux2-klein-4b__s91030.jpg",
   "id": "the-brass-reach-avatar-flux2-klein-4b-bf16",
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}
