one creature, ten worlds, one painter — the cove beside the nine site worlds, each column carrying its world's own art direction exactly as that world's builder composes it. the cove is the only column with a chosen medium; that asymmetry is the finding, not a flaw.
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 ledgercheckpoint krea2_turbo_fp8_scaled · sampler euler · scheduler simple · steps 8 · cfg 1.0 · size 768×768
every cell opens its own specimen sheet: the render full size, its prompt verbatim, and every setting behind it.
a large black curly-coated dog, (a bright white patch of fur on its chest:1.35), floppy ears, (a red collar:1.15), standing alert on a catwalk over the mile-deep shaft, survey lights glittering in its curls. deep teal darkness cut by sodium-amber worklight, monumental vertical scale
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['strata_deep'] + SEED_OFF['companion'] = 92031 + 7
a hulking scarred black bear foe with glowing amber eyes rearing to full height. deep teal darkness cut by sodium-amber worklight, monumental vertical scale
source: the realkeep preview's foe-bear, identity clause verbatim from bake_foebear_pair.py STAGING (2026-07-11) with that pair's bloomvale scenery clause dropped so each world column supplies its own; one fixed seed 93097 across the whole row
a mile-deep mining megastructure shaft seen from a maintenance catwalk, tiers of industrial platforms descending into darkness, strings of survey lights hanging like inverted constellations, small figures in archaic brass-and-canvas mining suits with round helmet lamps, faint bioluminescent haze rising from far below. deep teal darkness cut by sodium-amber worklight, monumental vertical scale
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['strata_deep'] + SEED_OFF['scene'] = 92031 + 0
↓ receipts.json — every image on this page with its full provenance, machine-readable.