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specimen 1 of 33 · the brass reach

The Brass Reach · scene

z-image-turbo-bf16

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The Brass Reach · scene · z-image-turbo-bf16
shown at its own 768×768 pixels · rendered at 768×768 — never enlarged click to open the image alone
the prompt, verbatim
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

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['brass_reach'] + SEED_OFF['scene'] = 91007 + 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).

the data sheet
checkpointz_image_turbo_bf16
loranone in the render graph
samplerres_multistep / simple
steps8
cfg1.0
resolution768×768
seed91007
render time1.23 smeasured from the render graph's own execution timestamps
machinekeel (96G VRAM workstation)recorded with the render
archivekeel · the bench render archive
date2026-08-23T14:08:07+00:00
master filebrass_reach__scene__ctrl-z-image-turbo__s91007.jpg
workflowdiffusion-0823/ctrl-z-image-turbo 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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