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specimen 48 of 167 · the full matrix — every world, every medium

scene · The Bronze Heaven

32bit · seed 92011

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scene · The Bronze Heaven · 32bit
shown at its own 1200×821 pixels · rendered at 1216×832 — never enlarged click to open the image alone
the prompt, verbatim
(a retro mid-1990s pre-rendered CGI render:1.3), low-poly, glossy plastic and metallic shading, smooth low-detail models, of (the weathered bronze head of one buried colossus:1.4) rising alone from an endless sea of golden wheat, vast as a cathedral, tilted as if listening, verdigris streaks, hollow eyes glowing ember, tiny pilgrims on the road below its chin, offering smoke, hammered-gold sky. gold and verdigris palette, monumental bronze-age scale, honeyed light

source: v2 mass render 2026-07-11 — locked painter map + medium routing + game-pipeline vision describes

the negative
deformed, extra limbs, bad hands, mutated hands, bad anatomy, watermark, text, signature

fixed by the painted-real-hq-2048 workflow graph for every render it made — the archive records no per-render negative.

the data sheet
checkpointJuggernaut-XL_v9_RunDiffusionPhoto_v2
loranone in the render graph
samplerdpmpp_2m / karras
steps64
cfg6.0
resolution1216×832
seed92011
render time84.38 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
date2026-07-11 13:15:16
master filescene--bronze_heaven--32bit.jpg
workflowpainted-real-hq-2048 — ↓ the graph as JSON

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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