{
  "version": 1,
  "target": 460,
  "style": "Golden Reverie / 02",
  "method": "built-in image_gen edit; source greybox is the sole image reference, with the dreamspace material and lighting direction described in the saved prompt",
  "status": "complete",
  "jobs": [
    {
      "id": "khaki-curve/01",
      "route": "khaki-curve",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          2023.994,
          -4442.313,
          88.447
        ],
        "eye": [
          2023.994,
          -4442.313,
          126.447
        ],
        "yaw": 111.3,
        "pitch": 0.016,
        "viewpos": "2024,-4442,88,111",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/01_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/01_route_collision.jpg",
      "output": "generated/khaki-curve/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/01. Source eye=[2023.994, -4442.313, 126.447], yaw=111.3, pitch=0.016. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0bf4afff-4590-4c32-aa9b-5603dd81816d.png",
      "completed_at": "2026-10-16T11:50:59.491146+00:00"
    },
    {
      "id": "khaki-curve/02",
      "route": "khaki-curve",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          1889.252,
          -3910.525,
          88.251
        ],
        "eye": [
          1889.252,
          -3910.525,
          126.251
        ],
        "yaw": 111.916,
        "pitch": 0,
        "viewpos": "1889,-3911,88,112",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/02_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/02_route_collision.jpg",
      "output": "generated/khaki-curve/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/02. Source eye=[1889.252, -3910.525, 126.251], yaw=111.916, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-28b29c35-12b9-4a27-9e8e-8b49fbedcf71.png",
      "completed_at": "2026-10-16T11:50:01.677268+00:00"
    },
    {
      "id": "khaki-curve/03",
      "route": "khaki-curve",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          1615.014,
          -3396.869,
          88.251
        ],
        "eye": [
          1615.014,
          -3396.869,
          126.251
        ],
        "yaw": 74.259,
        "pitch": 0,
        "viewpos": "1615,-3397,88,74",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/03_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/03_route_collision.jpg",
      "output": "generated/khaki-curve/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/03. Source eye=[1615.014, -3396.869, 126.251], yaw=74.259, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8a9eceda-b8c8-4a70-b8ab-30132a4c675e.png",
      "completed_at": "2026-10-16T11:53:08.518725+00:00"
    },
    {
      "id": "khaki-curve/04",
      "route": "khaki-curve",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          1737.285,
          -2819.485,
          88.251
        ],
        "eye": [
          1737.285,
          -2819.485,
          126.251
        ],
        "yaw": 66.247,
        "pitch": 0,
        "viewpos": "1737,-2819,88,66",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/04_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/04_route_collision.jpg",
      "output": "generated/khaki-curve/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/04. Source eye=[1737.285, -2819.485, 126.251], yaw=66.247, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b6aed0d5-81ea-43c2-9ef2-eb287d1b9617.png",
      "completed_at": "2026-10-16T11:53:41.070577+00:00"
    },
    {
      "id": "khaki-curve/05",
      "route": "khaki-curve",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          1991.273,
          -2278.774,
          88.251
        ],
        "eye": [
          1991.273,
          -2278.774,
          126.251
        ],
        "yaw": 98.395,
        "pitch": 0,
        "viewpos": "1991,-2279,88,98",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/05_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/05_route_collision.jpg",
      "output": "generated/khaki-curve/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/05. Source eye=[1991.273, -2278.774, 126.251], yaw=98.395, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-84d3f78c-ff20-4013-a62c-cd7a757d1623.png",
      "completed_at": "2026-10-16T11:51:57.912517+00:00"
    },
    {
      "id": "khaki-curve/06",
      "route": "khaki-curve",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          2004.096,
          -1710.426,
          88.251
        ],
        "eye": [
          2004.096,
          -1710.426,
          126.251
        ],
        "yaw": 136.099,
        "pitch": 0,
        "viewpos": "2004,-1710,88,136",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/06_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/06_route_collision.jpg",
      "output": "generated/khaki-curve/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/06. Source eye=[2004.096, -1710.426, 126.251], yaw=136.099, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a0f8718f-7423-4cfd-badc-b0f1482f4787.png",
      "completed_at": "2026-10-16T11:46:21.834109+00:00"
    },
    {
      "id": "khaki-curve/07",
      "route": "khaki-curve",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          1550.642,
          -1323.241,
          88.251
        ],
        "eye": [
          1550.642,
          -1323.241,
          126.251
        ],
        "yaw": 98.549,
        "pitch": -3.714,
        "viewpos": "1551,-1323,88,99",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/07_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/07_route_collision.jpg",
      "output": "generated/khaki-curve/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/07. Source eye=[1550.642, -1323.241, 126.251], yaw=98.549, pitch=-3.714. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-63026792-a323-430b-ad8b-6d215216312c.png",
      "completed_at": "2026-10-16T11:53:08.574046+00:00"
    },
    {
      "id": "khaki-curve/08",
      "route": "khaki-curve",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          1430.928,
          -761.617,
          125.516
        ],
        "eye": [
          1430.928,
          -761.617,
          163.516
        ],
        "yaw": 83.026,
        "pitch": 2.803,
        "viewpos": "1431,-762,126,83",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/08_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/08_route_collision.jpg",
      "output": "generated/khaki-curve/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/08. Source eye=[1430.928, -761.617, 163.516], yaw=83.026, pitch=2.803. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-381cc2c4-6d36-48ab-8262-465fd8ccec08.png",
      "completed_at": "2026-10-16T11:51:57.461022+00:00"
    },
    {
      "id": "khaki-curve/09",
      "route": "khaki-curve",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          1493.314,
          -169.041,
          104.356
        ],
        "eye": [
          1493.314,
          -169.041,
          142.356
        ],
        "yaw": 79.627,
        "pitch": 1.382,
        "viewpos": "1493,-169,104,80",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/09_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/09_route_collision.jpg",
      "output": "generated/khaki-curve/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/09. Source eye=[1493.314, -169.041, 142.356], yaw=79.627, pitch=1.382. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2a53de83-063b-4604-9580-c213c49cfe62.png",
      "completed_at": "2026-10-16T11:54:44.384099+00:00"
    },
    {
      "id": "khaki-curve/10",
      "route": "khaki-curve",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          1603.259,
          417.758,
          86.104
        ],
        "eye": [
          1603.259,
          417.758,
          115.875
        ],
        "yaw": 82.479,
        "pitch": -0.766,
        "viewpos": "1603,418,86,82",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/10_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/10_route_collision.jpg",
      "output": "generated/khaki-curve/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/10. Source eye=[1603.259, 417.758, 115.875], yaw=82.479, pitch=-0.766. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ec656f4a-0de4-4300-b102-c299641ccc8d.png",
      "completed_at": "2026-10-16T11:50:28.614193+00:00"
    },
    {
      "id": "khaki-curve/11",
      "route": "khaki-curve",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          1687.379,
          1009.915,
          85.813
        ],
        "eye": [
          1687.379,
          1009.915,
          115.875
        ],
        "yaw": 86.937,
        "pitch": -4.258,
        "viewpos": "1687,1010,86,87",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/11_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/11_route_collision.jpg",
      "output": "generated/khaki-curve/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/11. Source eye=[1687.379, 1009.915, 115.875], yaw=86.937, pitch=-4.258. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f1a7b68a-4902-48cf-8210-be845b6b310a.png",
      "completed_at": "2026-10-16T11:50:59.546022+00:00"
    },
    {
      "id": "khaki-curve/12",
      "route": "khaki-curve",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          1730.416,
          1602.701,
          134.33
        ],
        "eye": [
          1730.416,
          1602.701,
          172.33
        ],
        "yaw": 94.243,
        "pitch": 3.857,
        "viewpos": "1730,1603,134,94",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/12_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/12_route_collision.jpg",
      "output": "generated/khaki-curve/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/12. Source eye=[1730.416, 1602.701, 172.33], yaw=94.243, pitch=3.857. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8dcac744-7d26-4262-b445-d54010a1756a.png",
      "completed_at": "2026-10-16T11:51:57.518769+00:00"
    },
    {
      "id": "khaki-curve/13",
      "route": "khaki-curve",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          1691.968,
          2195.892,
          88.104
        ],
        "eye": [
          1691.968,
          2195.892,
          115.875
        ],
        "yaw": 93.71,
        "pitch": -0.76,
        "viewpos": "1692,2196,88,94",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/13_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/13_route_collision.jpg",
      "output": "generated/khaki-curve/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/13. Source eye=[1691.968, 2195.892, 115.875], yaw=93.71, pitch=-0.76. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f90645ae-5165-4e57-95d8-1c614d2f6bca.png",
      "completed_at": "2026-10-16T11:51:57.970856+00:00"
    },
    {
      "id": "khaki-curve/14",
      "route": "khaki-curve",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          1645.873,
          2790.843,
          85.66
        ],
        "eye": [
          1645.873,
          2790.843,
          115.875
        ],
        "yaw": 88.52,
        "pitch": -0.304,
        "viewpos": "1646,2791,86,89",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/14_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/14_route_collision.jpg",
      "output": "generated/khaki-curve/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/14. Source eye=[1645.873, 2790.843, 115.875], yaw=88.52, pitch=-0.304. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b632e75a-50ad-4210-93e4-c5a52cd94674.png",
      "completed_at": "2026-10-16T11:54:44.330859+00:00"
    },
    {
      "id": "khaki-curve/15",
      "route": "khaki-curve",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          1654.909,
          3387.615,
          87.855
        ],
        "eye": [
          1654.909,
          3387.615,
          115.875
        ],
        "yaw": 84.344,
        "pitch": 10.066,
        "viewpos": "1655,3388,88,84",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/15_route_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/15_route_collision.jpg",
      "output": "generated/khaki-curve/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/15. Source eye=[1654.909, 3387.615, 115.875], yaw=84.344, pitch=10.066. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-828bfa04-3c44-4703-a441-974a58f4054d.png",
      "completed_at": "2026-10-16T11:53:41.018278+00:00"
    },
    {
      "id": "khaki-curve/16",
      "route": "khaki-curve",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          2031.244,
          -2165.952,
          88.251
        ],
        "eye": [
          2031.244,
          -2165.952,
          126.251
        ],
        "yaw": -114.372,
        "pitch": 0,
        "viewpos": "2031,-2166,88,-114",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/16_back_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/16_back_collision.jpg",
      "output": "generated/khaki-curve/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/16. Source eye=[2031.244, -2165.952, 126.251], yaw=-114.372, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-dd182a3b-bf9f-478f-bba8-ff27651b6974.png",
      "completed_at": "2026-10-16T11:54:44.279626+00:00"
    },
    {
      "id": "khaki-curve/17",
      "route": "khaki-curve",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          1464.489,
          -360.333,
          128.777
        ],
        "eye": [
          1464.489,
          -360.333,
          166.777
        ],
        "yaw": -91.922,
        "pitch": 3.042,
        "viewpos": "1464,-360,129,-92",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/17_back_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/17_back_collision.jpg",
      "output": "generated/khaki-curve/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/17. Source eye=[1464.489, -360.333, 166.777], yaw=-91.922, pitch=3.042. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ca722e4d-2766-45d5-895c-4a46427498f2.png",
      "completed_at": "2026-10-16T11:53:41.138266+00:00"
    },
    {
      "id": "khaki-curve/18",
      "route": "khaki-curve",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          1730.202,
          1691.327,
          136.365
        ],
        "eye": [
          1730.202,
          1691.327,
          174.365
        ],
        "yaw": -93.885,
        "pitch": 3.622,
        "viewpos": "1730,1691,136,-94",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/18_back_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/18_back_collision.jpg",
      "output": "generated/khaki-curve/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/18. Source eye=[1730.202, 1691.327, 174.365], yaw=-93.885, pitch=3.622. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3a67edc8-345b-4c27-8f4f-9162c8a4a388.png",
      "completed_at": "2026-10-16T11:55:39.750056+00:00"
    },
    {
      "id": "khaki-curve/19",
      "route": "khaki-curve",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          1678.577,
          3758.525,
          84.762
        ],
        "eye": [
          1678.577,
          3758.525,
          115.875
        ],
        "yaw": -92.717,
        "pitch": -0.694,
        "viewpos": "1679,3759,85,-93",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/19_back_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/19_back_collision.jpg",
      "output": "generated/khaki-curve/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/19. Source eye=[1678.577, 3758.525, 115.875], yaw=-92.717, pitch=-0.694. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ce39a595-7e9e-41ae-9a04-0337e3b7a98b.png",
      "completed_at": "2026-10-16T11:54:44.442033+00:00"
    },
    {
      "id": "khaki-curve/20",
      "route": "khaki-curve",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          1792,
          -4512,
          186
        ],
        "eye": [
          1792,
          -4512,
          224
        ],
        "yaw": 85.499,
        "pitch": 2.776,
        "viewpos": "1792,-4512,186,85",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/khaki-curve/shots/20_overview_greybox.jpg",
      "collision": "blockouts/khaki-curve/shots/20_overview_collision.jpg",
      "output": "generated/khaki-curve/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: khaki-curve/20. Source eye=[1792, -4512, 224], yaw=85.499, pitch=2.776. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/khaki-curve/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-de4c79e5-7da7-432b-9795-a5778518246e.png",
      "completed_at": "2026-10-16T11:54:44.660686+00:00"
    },
    {
      "id": "noob-filter/01",
      "route": "noob-filter",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -431.506,
          -3806.532,
          -99.552
        ],
        "eye": [
          -431.506,
          -3806.532,
          -61.552
        ],
        "yaw": 13.861,
        "pitch": 8.618,
        "viewpos": "-432,-3807,-100,14",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/01_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/01_route_collision.jpg",
      "output": "generated/noob-filter/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/01. Source eye=[-431.506, -3806.532, -61.552], yaw=13.861, pitch=8.618. Name is an identifier, never a theme. CRITICAL CAMERA: almost the whole image is a close-up wall, with a very narrow floor strip at the bottom. Do not reveal or invent a corridor or zoom out. Keep that wall filling the same image area.",
      "reference_images": [
        "blockouts/noob-filter/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3763769b-1315-4208-93ea-89b19490c1fe.png",
      "completed_at": "2026-10-16T11:46:21.453277+00:00"
    },
    {
      "id": "noob-filter/02",
      "route": "noob-filter",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -369.731,
          -3772.586,
          -151.875
        ],
        "eye": [
          -369.731,
          -3772.586,
          -113.875
        ],
        "yaw": 1.999,
        "pitch": 0,
        "viewpos": "-370,-3773,-152,2",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/02_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/02_route_collision.jpg",
      "output": "generated/noob-filter/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/02. Source eye=[-369.731, -3772.586, -113.875], yaw=1.999, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4b8a662e-b17e-49ef-9e32-f8d1a350776b.png",
      "completed_at": "2026-10-16T11:55:12.395430+00:00"
    },
    {
      "id": "noob-filter/03",
      "route": "noob-filter",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -280.573,
          -3729.78,
          -151.875
        ],
        "eye": [
          -280.573,
          -3729.78,
          -113.875
        ],
        "yaw": -13.459,
        "pitch": 0,
        "viewpos": "-281,-3730,-152,-13",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/03_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/03_route_collision.jpg",
      "output": "generated/noob-filter/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/03. Source eye=[-280.573, -3729.78, -113.875], yaw=-13.459, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8d72fade-48dd-4f9c-ae7a-4a2ad58736d7.png",
      "completed_at": "2026-10-16T11:55:39.803965+00:00"
    },
    {
      "id": "noob-filter/04",
      "route": "noob-filter",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -183.409,
          -3712.625,
          -151.875
        ],
        "eye": [
          -183.409,
          -3712.625,
          -113.875
        ],
        "yaw": -27.095,
        "pitch": 0,
        "viewpos": "-183,-3713,-152,-27",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/04_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/04_route_collision.jpg",
      "output": "generated/noob-filter/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/04. Source eye=[-183.409, -3712.625, -113.875], yaw=-27.095, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-91ffbc4e-94b0-4d1c-891b-eddf6d57cc42.png",
      "completed_at": "2026-10-16T11:56:09.743288+00:00"
    },
    {
      "id": "noob-filter/05",
      "route": "noob-filter",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -85.687,
          -3726.683,
          -151.875
        ],
        "eye": [
          -85.687,
          -3726.683,
          -113.875
        ],
        "yaw": -37.048,
        "pitch": 0,
        "viewpos": "-86,-3727,-152,-37",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/05_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/05_route_collision.jpg",
      "output": "generated/noob-filter/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/05. Source eye=[-85.687, -3726.683, -113.875], yaw=-37.048, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1c4329dc-7884-4770-9f7e-e3c7ca2b0d92.png",
      "completed_at": "2026-10-16T11:56:38.370575+00:00"
    },
    {
      "id": "noob-filter/06",
      "route": "noob-filter",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          5.323,
          -3765.221,
          -151.875
        ],
        "eye": [
          5.323,
          -3765.221,
          -113.875
        ],
        "yaw": -43.072,
        "pitch": 0,
        "viewpos": "5,-3765,-152,-43",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/06_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/06_route_collision.jpg",
      "output": "generated/noob-filter/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/06. Source eye=[5.323, -3765.221, -113.875], yaw=-43.072, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0986aea2-e87e-4dfa-8aa7-724d74e286bf.png",
      "completed_at": "2026-10-16T11:57:38.534773+00:00"
    },
    {
      "id": "noob-filter/07",
      "route": "noob-filter",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          86.028,
          -3822.471,
          -151.875
        ],
        "eye": [
          86.028,
          -3822.471,
          -113.875
        ],
        "yaw": -44.789,
        "pitch": 0,
        "viewpos": "86,-3822,-152,-45",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/07_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/07_route_collision.jpg",
      "output": "generated/noob-filter/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/07. Source eye=[86.028, -3822.471, -113.875], yaw=-44.789, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-eee56801-de91-4580-9820-f9343c9e3955.png",
      "completed_at": "2026-10-16T11:56:38.323342+00:00"
    },
    {
      "id": "noob-filter/08",
      "route": "noob-filter",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          157.4,
          -3891.141,
          -151.875
        ],
        "eye": [
          157.4,
          -3891.141,
          -113.875
        ],
        "yaw": -42.157,
        "pitch": 0,
        "viewpos": "157,-3891,-152,-42",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/08_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/08_route_collision.jpg",
      "output": "generated/noob-filter/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/08. Source eye=[157.4, -3891.141, -113.875], yaw=-42.157, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7219b078-9c66-489f-9c44-56c79f137243.png",
      "completed_at": "2026-10-16T11:57:38.595899+00:00"
    },
    {
      "id": "noob-filter/09",
      "route": "noob-filter",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          225.007,
          -3963.605,
          -151.875
        ],
        "eye": [
          225.007,
          -3963.605,
          -113.875
        ],
        "yaw": -36.641,
        "pitch": 0,
        "viewpos": "225,-3964,-152,-37",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/09_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/09_route_collision.jpg",
      "output": "generated/noob-filter/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/09. Source eye=[225.007, -3963.605, -113.875], yaw=-36.641, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4056276a-c7c3-45b1-9d66-c8bf80b87b0b.png",
      "completed_at": "2026-10-16T11:56:36.274780+00:00"
    },
    {
      "id": "noob-filter/10",
      "route": "noob-filter",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          293.579,
          -4035.145,
          -151.875
        ],
        "eye": [
          293.579,
          -4035.145,
          -113.875
        ],
        "yaw": -29.606,
        "pitch": -2.579,
        "viewpos": "294,-4035,-152,-30",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/10_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/10_route_collision.jpg",
      "output": "generated/noob-filter/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/10. Source eye=[293.579, -4035.145, -113.875], yaw=-29.606, pitch=-2.579. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-999a5a18-a5a6-48a0-b6d6-4204e0283f09.png",
      "completed_at": "2026-10-16T11:56:36.221080+00:00"
    },
    {
      "id": "noob-filter/11",
      "route": "noob-filter",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          368.043,
          -4100.387,
          -151.875
        ],
        "eye": [
          368.043,
          -4100.387,
          -113.875
        ],
        "yaw": -22.402,
        "pitch": -7.146,
        "viewpos": "368,-4100,-152,-22",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/11_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/11_route_collision.jpg",
      "output": "generated/noob-filter/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/11. Source eye=[368.043, -4100.387, -113.875], yaw=-22.402, pitch=-7.146. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f1351383-6745-4920-aaf8-571db3d697b6.png",
      "completed_at": "2026-10-16T11:56:38.425091+00:00"
    },
    {
      "id": "noob-filter/12",
      "route": "noob-filter",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          451.363,
          -4153.872,
          -151.875
        ],
        "eye": [
          451.363,
          -4153.872,
          -113.875
        ],
        "yaw": -17.669,
        "pitch": -20.017,
        "viewpos": "451,-4154,-152,-18",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/12_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/12_route_collision.jpg",
      "output": "generated/noob-filter/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/12. Source eye=[451.363, -4153.872, -113.875], yaw=-17.669, pitch=-20.017. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-cb7168e6-3fb1-4482-9d7a-e2ad0c8c5170.png",
      "completed_at": "2026-10-16T11:57:38.775218+00:00"
    },
    {
      "id": "noob-filter/13",
      "route": "noob-filter",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          541.319,
          -4195.285,
          -151.875
        ],
        "eye": [
          541.319,
          -4195.285,
          -113.875
        ],
        "yaw": -14.707,
        "pitch": -29.083,
        "viewpos": "541,-4195,-152,-15",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/13_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/13_route_collision.jpg",
      "output": "generated/noob-filter/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/13. Source eye=[541.319, -4195.285, -113.875], yaw=-14.707, pitch=-29.083. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-718879dc-6b09-49e2-9818-4ae551f1100e.png",
      "completed_at": "2026-10-16T11:58:00.931599+00:00"
    },
    {
      "id": "noob-filter/14",
      "route": "noob-filter",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          633.458,
          -4225.337,
          -131.963
        ],
        "eye": [
          633.458,
          -4225.337,
          -93.963
        ],
        "yaw": -12.613,
        "pitch": -35,
        "viewpos": "633,-4225,-132,-13",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/14_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/14_route_collision.jpg",
      "output": "generated/noob-filter/14_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the ONE supplied greybox camera view into the Golden Reverie dreamspace game-render style while keeping every plane and silhouette at the same image coordinates. This is an ENCLOSED view looking steeply UP, with a large right wall, a curved lower-left riding surface, an opaque ceiling covering the upper-left, an existing overhead rectangular projection and small source recesses on the right. There is NO open exterior, sky or window in the large upper-left region. The purple-grey gridded area is a SOLID CEILING. Keep it continuous and opaque; do not create any triangular opening or glimpse of a city. Do not replace any gridded surface with sky. Keep source recesses and projection only, no new ones. Same camera, framing, field of view and proportions. Replace diagnostic grids with pristine warm pearl satin ceramic-composite walls and ceiling, pale champagne solid photonic glass-ceramic on the existing riding curve, luminous cream body with gentle STATIC gold radiance and broad satin reflections. Preserve normal matte standing surfaces and any original transparency. Clear golden light pools with light ambient fill and lavender-grey shading, no harsh black areas. A freeing pristine futuristic dreamworld, no industrial story. No fog, haze, bloom veil, NPCs, text, arrows, holograms, animation, props, new rails, machinery or extra structures. No stars or sky visible ANYWHERE because this source view is enclosed. Exactly one landscape 16:9 game-render image, no crop, no montage. Geometry does not change.",
      "reference_images": [
        "blockouts/noob-filter/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1a2dac12-f783-4941-ac9e-ff646baa9cb6.png",
      "completed_at": "2026-10-16T12:12:03.249436+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/noob-filter/14_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/14. Source eye=[633.458, -4225.337, -93.963], yaw=-12.613, pitch=-35. Name is an identifier, never a theme.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c2174572-9572-4ab4-b122-8c9cafd81096.png",
          "reason": "Removed invented exterior opening; retained the original enclosing ceiling and wall."
        }
      ]
    },
    {
      "id": "noob-filter/15",
      "route": "noob-filter",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          723.576,
          -4245.233,
          -98.388
        ],
        "eye": [
          723.576,
          -4245.233,
          -60.388
        ],
        "yaw": -12.852,
        "pitch": -35,
        "viewpos": "724,-4245,-98,-13",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/15_route_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/15_route_collision.jpg",
      "output": "generated/noob-filter/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/15. Source eye=[723.576, -4245.233, -60.388], yaw=-12.852, pitch=-35. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f1961153-5414-4302-b613-e42defcd9168.png",
      "completed_at": "2026-10-16T11:59:52.148847+00:00"
    },
    {
      "id": "noob-filter/16",
      "route": "noob-filter",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -66.805,
          -3732.658,
          -151.875
        ],
        "eye": [
          -66.805,
          -3732.658,
          -113.875
        ],
        "yaw": -168.893,
        "pitch": -3.747,
        "viewpos": "-67,-3733,-152,-169",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/16_back_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/16_back_collision.jpg",
      "output": "generated/noob-filter/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/16. Source eye=[-66.805, -3732.658, -113.875], yaw=-168.893, pitch=-3.747. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a3109edd-0057-43c8-9a4e-df11aea4cbc1.png",
      "completed_at": "2026-10-16T11:59:23.465062+00:00"
    },
    {
      "id": "noob-filter/17",
      "route": "noob-filter",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          203.003,
          -3939.958,
          -151.875
        ],
        "eye": [
          203.003,
          -3939.958,
          -113.875
        ],
        "yaw": 144.733,
        "pitch": 0,
        "viewpos": "203,-3940,-152,145",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/17_back_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/17_back_collision.jpg",
      "output": "generated/noob-filter/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/17. Source eye=[203.003, -3939.958, -113.875], yaw=144.733, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8addf139-6a76-4355-aa1a-ac2fde8da32d.png",
      "completed_at": "2026-10-16T12:00:28.932012+00:00"
    },
    {
      "id": "noob-filter/18",
      "route": "noob-filter",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          464.347,
          -4160.719,
          -151.875
        ],
        "eye": [
          464.347,
          -4160.719,
          -113.875
        ],
        "yaw": 139.079,
        "pitch": 0,
        "viewpos": "464,-4161,-152,139",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/18_back_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/18_back_collision.jpg",
      "output": "generated/noob-filter/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/18. Source eye=[464.347, -4160.719, -113.875], yaw=139.079, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b11c08c0-9806-4208-b597-d9ef2f302d22.png",
      "completed_at": "2026-10-16T11:58:51.877537+00:00"
    },
    {
      "id": "noob-filter/19",
      "route": "noob-filter",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          762.308,
          -4253.854,
          -51.407
        ],
        "eye": [
          762.308,
          -4253.854,
          -13.407
        ],
        "yaw": 161.284,
        "pitch": 15.908,
        "viewpos": "762,-4254,-51,161",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/19_back_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/19_back_collision.jpg",
      "output": "generated/noob-filter/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/19. Source eye=[762.308, -4253.854, -13.407], yaw=161.284, pitch=15.908. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0c03d650-3cc2-4377-af3a-559bd0a46d08.png",
      "completed_at": "2026-10-16T12:00:28.725273+00:00"
    },
    {
      "id": "noob-filter/20",
      "route": "noob-filter",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -448,
          -3808,
          186
        ],
        "eye": [
          -448,
          -3808,
          224
        ],
        "yaw": 5.552,
        "pitch": 35,
        "viewpos": "-448,-3808,186,6",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/noob-filter/shots/20_overview_greybox.jpg",
      "collision": "blockouts/noob-filter/shots/20_overview_collision.jpg",
      "output": "generated/noob-filter/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: noob-filter/20. Source eye=[-448, -3808, 224], yaw=5.552, pitch=35. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/noob-filter/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6dc69faf-ba03-4771-9627-7cf3e83297b3.png",
      "completed_at": "2026-10-16T12:00:50.378975+00:00"
    },
    {
      "id": "red-drop/01",
      "route": "red-drop",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          1260.687,
          -3211.385,
          57.906
        ],
        "eye": [
          1260.687,
          -3211.385,
          95.906
        ],
        "yaw": 119.871,
        "pitch": 0.709,
        "viewpos": "1261,-3211,58,120",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/01_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/01_route_collision.jpg",
      "output": "generated/red-drop/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/01. Source eye=[1260.687, -3211.385, 95.906], yaw=119.871, pitch=0.709. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c336c4ca-25fa-4791-baed-1fce3b8dfcf1.png",
      "completed_at": "2026-10-16T12:00:50.249232+00:00"
    },
    {
      "id": "red-drop/02",
      "route": "red-drop",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          1255.171,
          -3023.711,
          68.875
        ],
        "eye": [
          1255.171,
          -3023.711,
          106.875
        ],
        "yaw": 132.003,
        "pitch": 3.678,
        "viewpos": "1255,-3024,69,132",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/02_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/02_route_collision.jpg",
      "output": "generated/red-drop/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/02. Source eye=[1255.171, -3023.711, 106.875], yaw=132.003, pitch=3.678. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9540701c-c95f-4979-8317-617a9793a1fe.png",
      "completed_at": "2026-10-16T12:02:42.266613+00:00"
    },
    {
      "id": "red-drop/03",
      "route": "red-drop",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          1210.552,
          -2835.746,
          39.32
        ],
        "eye": [
          1210.552,
          -2835.746,
          77.32
        ],
        "yaw": 131.556,
        "pitch": 1.253,
        "viewpos": "1211,-2836,39,132",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/03_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/03_route_collision.jpg",
      "output": "generated/red-drop/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/03. Source eye=[1210.552, -2835.746, 77.32], yaw=131.556, pitch=1.253. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-02b77cf5-4d29-404d-b720-4fa6d01d536c.png",
      "completed_at": "2026-10-16T11:59:52.539961+00:00"
    },
    {
      "id": "red-drop/04",
      "route": "red-drop",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          1090.539,
          -2702.166,
          60.589
        ],
        "eye": [
          1090.539,
          -2702.166,
          98.589
        ],
        "yaw": 116.199,
        "pitch": 3.269,
        "viewpos": "1091,-2702,61,116",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/04_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/04_route_collision.jpg",
      "output": "generated/red-drop/04_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Edit the supplied exact greybox view while preserving ALL image-space geometry and the original camera. The view is enclosed: the top-left purple-grey triangular region is an enclosing plane, NOT an outside sky view. Keep it as an opaque pristine surface, same shape and location. Preserve the big right foreground block, the long upper ceiling and far wall, the left boundary and the low horizontal white gridded FLOOR SURFACE visible beyond the existing opening. Do not close the existing gap or fill it with new geometry, and do not turn that white floor into sky. No exterior skyline, stars, sun or clouds anywhere. Every original wall/ceiling/floor silhouette and opening edge stays in place. Apply Golden Reverie: pristine warm pearl satin ceramic-composite boundaries, solid pale champagne photonic glass-ceramic slick surfaces with a luminous cream body, gentle STATIC gold radiance and broad satin reflections, dry matte normal standing surfaces. Clear golden light pools and bright ambient fill with lavender-grey shadows. No darkness, fog, haze, bloom veil, props, figures, text, arrows, machinery, animation or new architecture. Keep original transparency only where it actually exists. One achievable real-time game-render scene, landscape 16:9, same full-frame camera, no crop.",
      "reference_images": [
        "blockouts/red-drop/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-dcfc8441-385f-4d41-a438-ee9a09973506.png",
      "completed_at": "2026-10-16T12:22:07.727260+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/red-drop/04_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/04. Source eye=[1090.539, -2702.166, 98.589], yaw=116.199, pitch=3.269. Name is an identifier, never a theme.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ed8fed1b-b309-4813-9cb9-49ecd820df9d.png",
          "reason": "Preserved original solid enclosing or floor surfaces instead of invented outside views."
        }
      ]
    },
    {
      "id": "red-drop/05",
      "route": "red-drop",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          913.003,
          -2629.766,
          40.273
        ],
        "eye": [
          913.003,
          -2629.766,
          78.273
        ],
        "yaw": 93.462,
        "pitch": 1.335,
        "viewpos": "913,-2630,40,93",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/05_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/05_route_collision.jpg",
      "output": "generated/red-drop/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/05. Source eye=[913.003, -2629.766, 78.273], yaw=93.462, pitch=1.335. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-fcbf8313-9aa3-4fb9-88c5-2cf0a89bbf64.png",
      "completed_at": "2026-10-16T12:02:46.099288+00:00"
    },
    {
      "id": "red-drop/06",
      "route": "red-drop",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          782.33,
          -2489.595,
          24.393
        ],
        "eye": [
          782.33,
          -2489.595,
          62.393
        ],
        "yaw": 82.876,
        "pitch": 0.011,
        "viewpos": "782,-2490,24,83",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/06_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/06_route_collision.jpg",
      "output": "generated/red-drop/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/06. Source eye=[782.33, -2489.595, 62.393], yaw=82.876, pitch=0.011. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e0f9c9bd-23b6-4e66-9ff6-fe584837ac3a.png",
      "completed_at": "2026-10-16T12:02:42.316563+00:00"
    },
    {
      "id": "red-drop/07",
      "route": "red-drop",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          756.706,
          -2296.163,
          24.251
        ],
        "eye": [
          756.706,
          -2296.163,
          62.251
        ],
        "yaw": 84.649,
        "pitch": 0,
        "viewpos": "757,-2296,24,85",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/07_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/07_route_collision.jpg",
      "output": "generated/red-drop/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/07. Source eye=[756.706, -2296.163, 62.251], yaw=84.649, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5a70ddf5-313c-47ca-a69f-83e5c1ad9cc2.png",
      "completed_at": "2026-10-16T12:02:42.369584+00:00"
    },
    {
      "id": "red-drop/08",
      "route": "red-drop",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          819.432,
          -2108.933,
          24.251
        ],
        "eye": [
          819.432,
          -2108.933,
          62.251
        ],
        "yaw": 94.735,
        "pitch": 0,
        "viewpos": "819,-2109,24,95",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/08_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/08_route_collision.jpg",
      "output": "generated/red-drop/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/08. Source eye=[819.432, -2108.933, 62.251], yaw=94.735, pitch=0. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f2586bcc-ca03-4920-95a7-6bb8f67453a1.png",
      "completed_at": "2026-10-16T12:02:42.623672+00:00"
    },
    {
      "id": "red-drop/09",
      "route": "red-drop",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          875.38,
          -1919.549,
          24.251
        ],
        "eye": [
          875.38,
          -1919.549,
          62.251
        ],
        "yaw": 102.933,
        "pitch": 0.58,
        "viewpos": "875,-1920,24,103",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/09_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/09_route_collision.jpg",
      "output": "generated/red-drop/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/09. Source eye=[875.38, -1919.549, 62.251], yaw=102.933, pitch=0.58. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-21bd64f7-642e-475a-8de6-d9de059847da.png",
      "completed_at": "2026-10-16T12:02:42.554383+00:00"
    },
    {
      "id": "red-drop/10",
      "route": "red-drop",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          871.774,
          -1722.206,
          24.251
        ],
        "eye": [
          871.774,
          -1722.206,
          62.251
        ],
        "yaw": 105.917,
        "pitch": 2.869,
        "viewpos": "872,-1722,24,106",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/10_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/10_route_collision.jpg",
      "output": "generated/red-drop/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/10. Source eye=[871.774, -1722.206, 62.251], yaw=105.917, pitch=2.869. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-924c8186-f67d-45b8-8c8f-da7af807ad65.png",
      "completed_at": "2026-10-16T12:04:20.250207+00:00"
    },
    {
      "id": "red-drop/11",
      "route": "red-drop",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          817.631,
          -1532.03,
          24.251
        ],
        "eye": [
          817.631,
          -1532.03,
          62.251
        ],
        "yaw": 104.491,
        "pitch": 6.826,
        "viewpos": "818,-1532,24,104",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/11_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/11_route_collision.jpg",
      "output": "generated/red-drop/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/11. Source eye=[817.631, -1532.03, 62.251], yaw=104.491, pitch=6.826. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5e6e1979-2ffc-4d80-a3f8-bd2a4d2371ea.png",
      "completed_at": "2026-10-16T12:05:20.593292+00:00"
    },
    {
      "id": "red-drop/12",
      "route": "red-drop",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          750.748,
          -1345.597,
          24.251
        ],
        "eye": [
          750.748,
          -1345.597,
          62.251
        ],
        "yaw": 101.537,
        "pitch": 9.003,
        "viewpos": "751,-1346,24,102",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/12_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/12_route_collision.jpg",
      "output": "generated/red-drop/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/12. Source eye=[750.748, -1345.597, 62.251], yaw=101.537, pitch=9.003. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-586330d5-8a79-4a81-beee-d4572323b5c4.png",
      "completed_at": "2026-10-16T12:04:20.199323+00:00"
    },
    {
      "id": "red-drop/13",
      "route": "red-drop",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          699.381,
          -1154.692,
          14.006
        ],
        "eye": [
          699.381,
          -1154.692,
          52.006
        ],
        "yaw": 100.144,
        "pitch": 9.241,
        "viewpos": "699,-1155,14,100",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/13_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/13_route_collision.jpg",
      "output": "generated/red-drop/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/13. Source eye=[699.381, -1154.692, 52.006], yaw=100.144, pitch=9.241. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-877c229e-1fa1-4a7c-9add-5212ce2c7673.png",
      "completed_at": "2026-10-16T12:05:48.181021+00:00"
    },
    {
      "id": "red-drop/14",
      "route": "red-drop",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          657.618,
          -964.211,
          -19.982
        ],
        "eye": [
          657.618,
          -964.211,
          18.018
        ],
        "yaw": 99.059,
        "pitch": 8.919,
        "viewpos": "658,-964,-20,99",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/14_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/14_route_collision.jpg",
      "output": "generated/red-drop/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/14. Source eye=[657.618, -964.211, 18.018], yaw=99.059, pitch=8.919. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c33d4cfa-8e7a-4d11-a4f2-d14093f34269.png",
      "completed_at": "2026-10-16T12:05:20.546351+00:00"
    },
    {
      "id": "red-drop/15",
      "route": "red-drop",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          624.745,
          -776.689,
          -74.298
        ],
        "eye": [
          624.745,
          -776.689,
          -36.298
        ],
        "yaw": 98.253,
        "pitch": 2.285,
        "viewpos": "625,-777,-74,98",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/15_route_greybox.jpg",
      "collision": "blockouts/red-drop/shots/15_route_collision.jpg",
      "output": "generated/red-drop/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/15. Source eye=[624.745, -776.689, -36.298], yaw=98.253, pitch=2.285. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b690cd0a-422c-4401-9108-5c899b52fd8e.png",
      "completed_at": "2026-10-16T12:05:22.901876+00:00"
    },
    {
      "id": "red-drop/16",
      "route": "red-drop",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          882.073,
          -2610.68,
          25.125
        ],
        "eye": [
          882.073,
          -2610.68,
          63.125
        ],
        "yaw": -54.828,
        "pitch": -0.934,
        "viewpos": "882,-2611,25,-55",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/16_back_greybox.jpg",
      "collision": "blockouts/red-drop/shots/16_back_collision.jpg",
      "output": "generated/red-drop/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/16. Source eye=[882.073, -2610.68, 63.125], yaw=-54.828, pitch=-0.934. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d7ca96fe-b242-49e4-a0ad-b7a7b65dcaf8.png",
      "completed_at": "2026-10-16T12:04:48.737690+00:00"
    },
    {
      "id": "red-drop/17",
      "route": "red-drop",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          863.112,
          -1982.91,
          24.251
        ],
        "eye": [
          863.112,
          -1982.91,
          62.251
        ],
        "yaw": -82.869,
        "pitch": -2.605,
        "viewpos": "863,-1983,24,-83",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/17_back_greybox.jpg",
      "collision": "blockouts/red-drop/shots/17_back_collision.jpg",
      "output": "generated/red-drop/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/17. Source eye=[863.112, -1982.91, 62.251], yaw=-82.869, pitch=-2.605. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d6ff092e-5075-4564-a3e6-84fe5f1f75d1.png",
      "completed_at": "2026-10-16T12:07:31.228630+00:00"
    },
    {
      "id": "red-drop/18",
      "route": "red-drop",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          742.357,
          -1317.474,
          23.98
        ],
        "eye": [
          742.357,
          -1317.474,
          61.98
        ],
        "yaw": -82.533,
        "pitch": -0.021,
        "viewpos": "742,-1317,24,-83",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/18_back_greybox.jpg",
      "collision": "blockouts/red-drop/shots/18_back_collision.jpg",
      "output": "generated/red-drop/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/18. Source eye=[742.357, -1317.474, 61.98], yaw=-82.533, pitch=-0.021. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c2928058-caee-49c8-a40b-02f3c7c1970c.png",
      "completed_at": "2026-10-16T12:07:31.275531+00:00"
    },
    {
      "id": "red-drop/19",
      "route": "red-drop",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          607.624,
          -659.1,
          -101.411
        ],
        "eye": [
          607.624,
          -659.1,
          -63.411
        ],
        "yaw": -77.807,
        "pitch": -9.494,
        "viewpos": "608,-659,-101,-78",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/19_back_greybox.jpg",
      "collision": "blockouts/red-drop/shots/19_back_collision.jpg",
      "output": "generated/red-drop/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/19. Source eye=[607.624, -659.1, -63.411], yaw=-77.807, pitch=-9.494. Name is an identifier, never a theme.",
      "reference_images": [
        "blockouts/red-drop/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-984265b7-cac5-44eb-b065-a4903b53dc3c.png",
      "completed_at": "2026-10-16T12:07:31.174920+00:00"
    },
    {
      "id": "red-drop/20",
      "route": "red-drop",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          992,
          -2976,
          186
        ],
        "eye": [
          992,
          -2976,
          224
        ],
        "yaw": 113.306,
        "pitch": 20.804,
        "viewpos": "992,-2976,186,113",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/red-drop/shots/20_overview_greybox.jpg",
      "collision": "blockouts/red-drop/shots/20_overview_collision.jpg",
      "output": "generated/red-drop/20_overview_study-02-v2.png",
      "status": "complete",
      "prompt": "Edit the supplied exact greybox elevated camera view while preserving ALL image-space geometry and the source camera. Keep the large foreground rectangular solid block and its top surface, all surrounding walls and the upper ceiling exactly as shown. CRITICAL: the thin pale WHITE GRIDDED STRIP along the far edge behind the big block is a SOLID FLOOR/RIDING SURFACE visible through the EXISTING GAP. It is NOT open sky, a portal, a window or an exterior view. Render that thin strip as opaque luminous cream material, same perspective, length and thickness. Do not fill the gap, remove the floor or reveal any outside scenery. This entire camera view is enclosed: NO sky, stars, city, clouds or new openings anywhere. All original silhouettes, recesses and boundaries stay at the same locations. Apply Golden Reverie: pristine warm pearl satin ceramic-composite boundaries, solid pale champagne photonic glass-ceramic slick surfaces with a luminous cream body, gentle STATIC gold radiance and broad satin reflections, dry matte normal standing surfaces. Clear golden light pools and bright ambient fill with lavender-grey shadows. No darkness, fog, haze, bloom veil, props, figures, text, arrows, machinery, animation or new architecture. Keep original transparency only where it actually exists. One achievable real-time game-render scene, landscape 16:9, same full-frame camera, no crop.",
      "reference_images": [
        "blockouts/red-drop/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-970a2fd9-edf2-47ca-a5fb-efde2b17e365.png",
      "completed_at": "2026-10-16T12:23:30.343554+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/red-drop/20_overview_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: red-drop/20. Source eye=[992, -2976, 224], yaw=113.306, pitch=20.804. Name is an identifier, never a theme.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4e363115-d75d-45b6-affa-4930697b4f15.png",
          "reason": "Preserved original solid enclosing or floor surfaces instead of invented outside views."
        }
      ]
    },
    {
      "id": "green-jump/01",
      "route": "green-jump",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          624.6,
          -331.825,
          -39.232
        ],
        "eye": [
          624.6,
          -331.825,
          -1.232
        ],
        "yaw": 131.288,
        "pitch": -7.373,
        "viewpos": "625,-332,-39,131",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/01_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/01_route_collision.jpg",
      "output": "generated/green-jump/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/01. Source eye=[624.6, -331.825, -1.232], yaw=131.288, pitch=-7.373. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-41bb98af-333d-44f0-9892-ca91240bbfab.png",
      "completed_at": "2026-10-16T12:08:28.746287+00:00"
    },
    {
      "id": "green-jump/02",
      "route": "green-jump",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          624.854,
          -52.765,
          16.195
        ],
        "eye": [
          624.854,
          -52.765,
          54.195
        ],
        "yaw": -157.326,
        "pitch": -1.03,
        "viewpos": "625,-53,16,-157",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/02_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/02_route_collision.jpg",
      "output": "generated/green-jump/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/02. Source eye=[624.854, -52.765, 54.195], yaw=-157.326, pitch=-1.03. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e5d6a84c-2619-4ea7-b160-81383efee294.png",
      "completed_at": "2026-10-16T12:08:29.108660+00:00"
    },
    {
      "id": "green-jump/03",
      "route": "green-jump",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          476.202,
          106.315,
          24.125
        ],
        "eye": [
          476.202,
          106.315,
          62.125
        ],
        "yaw": -134.578,
        "pitch": -0.01,
        "viewpos": "476,106,24,-135",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/03_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/03_route_collision.jpg",
      "output": "generated/green-jump/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/03. Source eye=[476.202, 106.315, 62.125], yaw=-134.578, pitch=-0.01. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-278479e4-8963-43d0-948f-e830b36e7a4f.png",
      "completed_at": "2026-10-16T12:08:54.247998+00:00"
    },
    {
      "id": "green-jump/04",
      "route": "green-jump",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          285.298,
          -46.63,
          25.125
        ],
        "eye": [
          285.298,
          -46.63,
          63.125
        ],
        "yaw": -126.582,
        "pitch": 0.068,
        "viewpos": "285,-47,25,-127",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/04_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/04_route_collision.jpg",
      "output": "generated/green-jump/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/04. Source eye=[285.298, -46.63, 63.125], yaw=-126.582, pitch=0.068. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-06883087-5be2-4c9e-8cac-bd3b740ada2c.png",
      "completed_at": "2026-10-16T12:08:54.297945+00:00"
    },
    {
      "id": "green-jump/05",
      "route": "green-jump",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          144.317,
          -278.147,
          24.251
        ],
        "eye": [
          144.317,
          -278.147,
          62.251
        ],
        "yaw": -116.396,
        "pitch": 0,
        "viewpos": "144,-278,24,-116",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/05_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/05_route_collision.jpg",
      "output": "generated/green-jump/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/05. Source eye=[144.317, -278.147, 62.251], yaw=-116.396, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-15dc6bcb-c62f-4276-9395-a767719bf101.png",
      "completed_at": "2026-10-16T12:10:17.982327+00:00"
    },
    {
      "id": "green-jump/06",
      "route": "green-jump",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -70.935,
          -459.924,
          24.251
        ],
        "eye": [
          -70.935,
          -459.924,
          62.251
        ],
        "yaw": -92.321,
        "pitch": 0,
        "viewpos": "-71,-460,24,-92",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/06_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/06_route_collision.jpg",
      "output": "generated/green-jump/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/06. Source eye=[-70.935, -459.924, 62.251], yaw=-92.321, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2e5ce3d4-8671-4f42-a800-80daaa84f0da.png",
      "completed_at": "2026-10-16T12:09:56.461640+00:00"
    },
    {
      "id": "green-jump/07",
      "route": "green-jump",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -172.233,
          -723.104,
          24.251
        ],
        "eye": [
          -172.233,
          -723.104,
          62.251
        ],
        "yaw": -78.241,
        "pitch": 0,
        "viewpos": "-172,-723,24,-78",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/07_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/07_route_collision.jpg",
      "output": "generated/green-jump/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/07. Source eye=[-172.233, -723.104, 62.251], yaw=-78.241, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-22914be4-6ddb-43e9-b9d3-eb9b38d17748.png",
      "completed_at": "2026-10-16T12:09:21.573742+00:00"
    },
    {
      "id": "green-jump/08",
      "route": "green-jump",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -161.213,
          -1005.906,
          24.251
        ],
        "eye": [
          -161.213,
          -1005.906,
          62.251
        ],
        "yaw": -75.204,
        "pitch": 0,
        "viewpos": "-161,-1006,24,-75",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/08_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/08_route_collision.jpg",
      "output": "generated/green-jump/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/08. Source eye=[-161.213, -1005.906, 62.251], yaw=-75.204, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-47aff628-76ea-4162-805b-bddc727a6cd7.png",
      "completed_at": "2026-10-16T12:12:03.230493+00:00"
    },
    {
      "id": "green-jump/09",
      "route": "green-jump",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -70.607,
          -1275.283,
          24.251
        ],
        "eye": [
          -70.607,
          -1275.283,
          62.251
        ],
        "yaw": -80.671,
        "pitch": -2.148,
        "viewpos": "-71,-1275,24,-81",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/09_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/09_route_collision.jpg",
      "output": "generated/green-jump/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/09. Source eye=[-70.607, -1275.283, 62.251], yaw=-80.671, pitch=-2.148. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5192e6eb-71ff-425a-bc55-3c819cbff9d3.png",
      "completed_at": "2026-10-16T12:11:55.356628+00:00"
    },
    {
      "id": "green-jump/10",
      "route": "green-jump",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -0.193,
          -1550.63,
          24.251
        ],
        "eye": [
          -0.193,
          -1550.63,
          62.251
        ],
        "yaw": -86.045,
        "pitch": -3.62,
        "viewpos": "-0,-1551,24,-86",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/10_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/10_route_collision.jpg",
      "output": "generated/green-jump/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/10. Source eye=[-0.193, -1550.63, 62.251], yaw=-86.045, pitch=-3.62. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e8baed7c-2e97-412c-93fd-d88b555e8437.png",
      "completed_at": "2026-10-16T12:11:01.334427+00:00"
    },
    {
      "id": "green-jump/11",
      "route": "green-jump",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          43.452,
          -1831.607,
          24.251
        ],
        "eye": [
          43.452,
          -1831.607,
          62.251
        ],
        "yaw": -90.77,
        "pitch": -2.167,
        "viewpos": "43,-1832,24,-91",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/11_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/11_route_collision.jpg",
      "output": "generated/green-jump/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/11. Source eye=[43.452, -1831.607, 62.251], yaw=-90.77, pitch=-2.167. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-88d92638-fc18-49ac-9b26-38a7704c87c2.png",
      "completed_at": "2026-10-16T12:13:46.754268+00:00"
    },
    {
      "id": "green-jump/12",
      "route": "green-jump",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          54.902,
          -2112.653,
          62.981
        ],
        "eye": [
          54.902,
          -2112.653,
          100.981
        ],
        "yaw": -94.133,
        "pitch": 1.378,
        "viewpos": "55,-2113,63,-94",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/12_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/12_route_collision.jpg",
      "output": "generated/green-jump/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/12. Source eye=[54.902, -2112.653, 100.981], yaw=-94.133, pitch=1.378. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-075878d2-d6e9-4d62-8741-649c08bbd736.png",
      "completed_at": "2026-10-16T12:13:46.502682+00:00"
    },
    {
      "id": "green-jump/13",
      "route": "green-jump",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          48.388,
          -2396.698,
          70.663
        ],
        "eye": [
          48.388,
          -2396.698,
          108.663
        ],
        "yaw": -96.599,
        "pitch": -0.058,
        "viewpos": "48,-2397,71,-97",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/13_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/13_route_collision.jpg",
      "output": "generated/green-jump/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/13. Source eye=[48.388, -2396.698, 108.663], yaw=-96.599, pitch=-0.058. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d367d9fe-2276-4eb8-8d42-1672961c8052.png",
      "completed_at": "2026-10-16T12:09:56.517202+00:00"
    },
    {
      "id": "green-jump/14",
      "route": "green-jump",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          24.431,
          -2678.317,
          40.117
        ],
        "eye": [
          24.431,
          -2678.317,
          78.117
        ],
        "yaw": -100.333,
        "pitch": -1.728,
        "viewpos": "24,-2678,40,-100",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/14_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/14_route_collision.jpg",
      "output": "generated/green-jump/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/14. Source eye=[24.431, -2678.317, 78.117], yaw=-100.333, pitch=-1.728. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6d5be2f8-0371-4a77-8efb-4818dd0013c3.png",
      "completed_at": "2026-10-16T12:12:57.682349+00:00"
    },
    {
      "id": "green-jump/15",
      "route": "green-jump",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -11.226,
          -2957.056,
          56.559
        ],
        "eye": [
          -11.226,
          -2957.056,
          94.559
        ],
        "yaw": -103.187,
        "pitch": -0.202,
        "viewpos": "-11,-2957,57,-103",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/15_route_greybox.jpg",
      "collision": "blockouts/green-jump/shots/15_route_collision.jpg",
      "output": "generated/green-jump/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/15. Source eye=[-11.226, -2957.056, 94.559], yaw=-103.187, pitch=-0.202. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d166bc2a-ca1d-4512-94ee-d3eb0ade2aa0.png",
      "completed_at": "2026-10-16T12:12:03.304879+00:00"
    },
    {
      "id": "green-jump/16",
      "route": "green-jump",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          95.833,
          -307.929,
          24.251
        ],
        "eye": [
          95.833,
          -307.929,
          62.251
        ],
        "yaw": 37.428,
        "pitch": -1.313,
        "viewpos": "96,-308,24,37",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/16_back_greybox.jpg",
      "collision": "blockouts/green-jump/shots/16_back_collision.jpg",
      "output": "generated/green-jump/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/16. Source eye=[95.833, -307.929, 62.251], yaw=37.428, pitch=-1.313. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f9362c34-07c1-4ede-8fda-1596265ae47a.png",
      "completed_at": "2026-10-16T12:13:46.338570+00:00"
    },
    {
      "id": "green-jump/17",
      "route": "green-jump",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -103.295,
          -1188.501,
          24.251
        ],
        "eye": [
          -103.295,
          -1188.501,
          62.251
        ],
        "yaw": 87.172,
        "pitch": 0,
        "viewpos": "-103,-1189,24,87",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/17_back_greybox.jpg",
      "collision": "blockouts/green-jump/shots/17_back_collision.jpg",
      "output": "generated/green-jump/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/17. Source eye=[-103.295, -1188.501, 62.251], yaw=87.172, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f90103a7-095a-444c-b264-b03a67a18ced.png",
      "completed_at": "2026-10-16T12:11:22.889635+00:00"
    },
    {
      "id": "green-jump/18",
      "route": "green-jump",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          55.171,
          -2154.632,
          66.739
        ],
        "eye": [
          55.171,
          -2154.632,
          104.739
        ],
        "yaw": 96.66,
        "pitch": 3.19,
        "viewpos": "55,-2155,67,97",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/18_back_greybox.jpg",
      "collision": "blockouts/green-jump/shots/18_back_collision.jpg",
      "output": "generated/green-jump/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/18. Source eye=[55.171, -2154.632, 104.739], yaw=96.66, pitch=3.19. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-943da7a7-1f52-4f33-81ac-6ca3b029e1cd.png",
      "completed_at": "2026-10-16T12:11:55.407624+00:00"
    },
    {
      "id": "green-jump/19",
      "route": "green-jump",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -35.74,
          -3131.748,
          70.877
        ],
        "eye": [
          -35.74,
          -3131.748,
          108.877
        ],
        "yaw": 83.569,
        "pitch": -0.043,
        "viewpos": "-36,-3132,71,84",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/19_back_greybox.jpg",
      "collision": "blockouts/green-jump/shots/19_back_collision.jpg",
      "output": "generated/green-jump/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/19. Source eye=[-35.74, -3131.748, 108.877], yaw=83.569, pitch=-0.043. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-91177961-0cc8-459a-be3a-807a816f48ab.png",
      "completed_at": "2026-10-16T12:13:17.141743+00:00"
    },
    {
      "id": "green-jump/20",
      "route": "green-jump",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          288,
          32,
          186
        ],
        "eye": [
          288,
          32,
          224
        ],
        "yaw": -126.146,
        "pitch": 18.338,
        "viewpos": "288,32,186,-126",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/green-jump/shots/20_overview_greybox.jpg",
      "collision": "blockouts/green-jump/shots/20_overview_collision.jpg",
      "output": "generated/green-jump/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: green-jump/20. Source eye=[288, 32, 224], yaw=-126.146, pitch=18.338. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/green-jump/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b3eb31be-1488-4eb9-8cec-3cb593fb146d.png",
      "completed_at": "2026-10-16T12:14:22.087343+00:00"
    },
    {
      "id": "blue-ramp/01",
      "route": "blue-ramp",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -316.435,
          -3170.126,
          70.307
        ],
        "eye": [
          -316.435,
          -3170.126,
          108.307
        ],
        "yaw": -170.321,
        "pitch": -0.116,
        "viewpos": "-316,-3170,70,-170",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/01_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/01_route_collision.jpg",
      "output": "generated/blue-ramp/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/01. Source eye=[-316.435, -3170.126, 108.307], yaw=-170.321, pitch=-0.116. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4d1c0cb9-c783-4fbd-8d23-0e2e6f42aedb.png",
      "completed_at": "2026-10-16T12:13:17.080723+00:00"
    },
    {
      "id": "blue-ramp/02",
      "route": "blue-ramp",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -682.273,
          -3175.653,
          71.469
        ],
        "eye": [
          -682.273,
          -3175.653,
          109.469
        ],
        "yaw": -129.594,
        "pitch": 0.674,
        "viewpos": "-682,-3176,71,-130",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/02_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/02_route_collision.jpg",
      "output": "generated/blue-ramp/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/02. Source eye=[-682.273, -3175.653, 109.469], yaw=-129.594, pitch=0.674. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-59ba73ba-f44e-42d1-902d-c9b270757c82.png",
      "completed_at": "2026-10-16T12:14:22.026873+00:00"
    },
    {
      "id": "blue-ramp/03",
      "route": "blue-ramp",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -1033.175,
          -3286.02,
          71.28
        ],
        "eye": [
          -1033.175,
          -3286.02,
          109.28
        ],
        "yaw": -93.121,
        "pitch": 0.101,
        "viewpos": "-1033,-3286,71,-93",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/03_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/03_route_collision.jpg",
      "output": "generated/blue-ramp/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/03. Source eye=[-1033.175, -3286.02, 109.28], yaw=-93.121, pitch=0.101. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-13b53999-2471-4585-9b3b-c2327e296c67.png",
      "completed_at": "2026-10-16T12:15:19.047577+00:00"
    },
    {
      "id": "blue-ramp/04",
      "route": "blue-ramp",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -1072.875,
          -3638.679,
          66.659
        ],
        "eye": [
          -1072.875,
          -3638.679,
          104.659
        ],
        "yaw": -87.536,
        "pitch": -0.331,
        "viewpos": "-1073,-3639,67,-88",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/04_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/04_route_collision.jpg",
      "output": "generated/blue-ramp/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/04. Source eye=[-1072.875, -3638.679, 104.659], yaw=-87.536, pitch=-0.331. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-38362498-e4da-4d01-bd46-82fd21d948ac.png",
      "completed_at": "2026-10-16T12:16:36.969238+00:00"
    },
    {
      "id": "blue-ramp/05",
      "route": "blue-ramp",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -1072.875,
          -4004.62,
          70.488
        ],
        "eye": [
          -1072.875,
          -4004.62,
          108.488
        ],
        "yaw": -80.237,
        "pitch": 3.484,
        "viewpos": "-1073,-4005,70,-80",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/05_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/05_route_collision.jpg",
      "output": "generated/blue-ramp/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/05. Source eye=[-1072.875, -4004.62, 108.488], yaw=-80.237, pitch=3.484. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-36a8c89a-9497-4015-ae1d-8790417a7370.png",
      "completed_at": "2026-10-16T12:16:36.914218+00:00"
    },
    {
      "id": "blue-ramp/06",
      "route": "blue-ramp",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -1042.864,
          -4373.683,
          70.703
        ],
        "eye": [
          -1042.864,
          -4373.683,
          108.703
        ],
        "yaw": -49.547,
        "pitch": 8.144,
        "viewpos": "-1043,-4374,71,-50",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/06_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/06_route_collision.jpg",
      "output": "generated/blue-ramp/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/06. Source eye=[-1042.864, -4373.683, 108.703], yaw=-49.547, pitch=8.144. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-844e32f0-692a-426c-aa42-6ef8bfc011a1.png",
      "completed_at": "2026-10-16T12:16:26.000787+00:00"
    },
    {
      "id": "blue-ramp/07",
      "route": "blue-ramp",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -950.79,
          -4734.966,
          24.929
        ],
        "eye": [
          -950.79,
          -4734.966,
          62.929
        ],
        "yaw": -17.317,
        "pitch": 13.663,
        "viewpos": "-951,-4735,25,-17",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/07_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/07_route_collision.jpg",
      "output": "generated/blue-ramp/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/07. Source eye=[-950.79, -4734.966, 62.929], yaw=-17.317, pitch=13.663. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d6b2f164-e36d-4c1b-8cd6-147ec8316019.png",
      "completed_at": "2026-10-16T12:15:48.974710+00:00"
    },
    {
      "id": "blue-ramp/08",
      "route": "blue-ramp",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -619.793,
          -4880,
          -22.467
        ],
        "eye": [
          -619.793,
          -4880,
          15.533
        ],
        "yaw": -21.535,
        "pitch": 17.984,
        "viewpos": "-620,-4880,-22,-22",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/08_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/08_route_collision.jpg",
      "output": "generated/blue-ramp/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/08. Source eye=[-619.793, -4880, 15.533], yaw=-21.535, pitch=17.984. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1a11739e-c70d-405c-b5cb-bd8ecb74a34b.png",
      "completed_at": "2026-10-16T12:18:29.480902+00:00"
    },
    {
      "id": "blue-ramp/09",
      "route": "blue-ramp",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -270.618,
          -4945.7,
          -147.545
        ],
        "eye": [
          -270.618,
          -4945.7,
          -109.545
        ],
        "yaw": -24.311,
        "pitch": 11.315,
        "viewpos": "-271,-4946,-148,-24",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/09_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/09_route_collision.jpg",
      "output": "generated/blue-ramp/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/09. Source eye=[-270.618, -4945.7, -109.545], yaw=-24.311, pitch=11.315. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3e96421c-04d6-48fa-9109-5bf237cb0177.png",
      "completed_at": "2026-10-16T12:18:32.875102+00:00"
    },
    {
      "id": "blue-ramp/10",
      "route": "blue-ramp",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          38.158,
          -5138.369,
          -252.255
        ],
        "eye": [
          38.158,
          -5138.369,
          -214.255
        ],
        "yaw": -8.787,
        "pitch": 3.31,
        "viewpos": "38,-5138,-252,-9",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/10_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/10_route_collision.jpg",
      "output": "generated/blue-ramp/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/10. Source eye=[38.158, -5138.369, -214.255], yaw=-8.787, pitch=3.31. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0d4f1188-c037-4942-9bcf-e4208484cebe.png",
      "completed_at": "2026-10-16T12:18:33.104982+00:00"
    },
    {
      "id": "blue-ramp/11",
      "route": "blue-ramp",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          395.499,
          -5249.647,
          -295.875
        ],
        "eye": [
          395.499,
          -5249.647,
          -257.875
        ],
        "yaw": 5.238,
        "pitch": -5.39,
        "viewpos": "395,-5250,-296,5",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/11_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/11_route_collision.jpg",
      "output": "generated/blue-ramp/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/11. Source eye=[395.499, -5249.647, -257.875], yaw=5.238, pitch=-5.39. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-11777eeb-5471-47cb-8932-e47f2fdd73d9.png",
      "completed_at": "2026-10-16T12:19:39.115681+00:00"
    },
    {
      "id": "blue-ramp/12",
      "route": "blue-ramp",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          773.929,
          -5254.466,
          -295.875
        ],
        "eye": [
          773.929,
          -5254.466,
          -257.875
        ],
        "yaw": 18.065,
        "pitch": -23.508,
        "viewpos": "774,-5254,-296,18",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/12_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/12_route_collision.jpg",
      "output": "generated/blue-ramp/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/12. Source eye=[773.929, -5254.466, -257.875], yaw=18.065, pitch=-23.508. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-44255f5a-b8ac-4093-a6bc-e9d3c2bf9052.png",
      "completed_at": "2026-10-16T12:16:26.055844+00:00"
    },
    {
      "id": "blue-ramp/13",
      "route": "blue-ramp",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          1131.392,
          -5184.235,
          -231.748
        ],
        "eye": [
          1131.392,
          -5184.235,
          -193.748
        ],
        "yaw": 27.752,
        "pitch": -27.87,
        "viewpos": "1131,-5184,-232,28",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/13_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/13_route_collision.jpg",
      "output": "generated/blue-ramp/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/13. Source eye=[1131.392, -5184.235, -193.748], yaw=27.752, pitch=-27.87. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7d35ab88-ceed-438f-8217-54400f786c91.png",
      "completed_at": "2026-10-16T12:18:32.810735+00:00"
    },
    {
      "id": "blue-ramp/14",
      "route": "blue-ramp",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          1405.54,
          -5049.885,
          -8.161
        ],
        "eye": [
          1405.54,
          -5049.885,
          29.839
        ],
        "yaw": 33.592,
        "pitch": -8.999,
        "viewpos": "1406,-5050,-8,34",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/14_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/14_route_collision.jpg",
      "output": "generated/blue-ramp/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/14. Source eye=[1405.54, -5049.885, 29.839], yaw=33.592, pitch=-8.999. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0b5bcdcc-c333-4084-8000-6c54d220004c.png",
      "completed_at": "2026-10-16T12:19:39.059204+00:00"
    },
    {
      "id": "blue-ramp/15",
      "route": "blue-ramp",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          1715.404,
          -4877.726,
          120.696
        ],
        "eye": [
          1715.404,
          -4877.726,
          158.696
        ],
        "yaw": 38.611,
        "pitch": 3.443,
        "viewpos": "1715,-4878,121,39",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/15_route_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/15_route_collision.jpg",
      "output": "generated/blue-ramp/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/15. Source eye=[1715.404, -4877.726, 158.696], yaw=38.611, pitch=3.443. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3d61975a-85be-464e-aee2-4a88b10a22c9.png",
      "completed_at": "2026-10-16T12:20:15.472733+00:00"
    },
    {
      "id": "blue-ramp/16",
      "route": "blue-ramp",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -1072.738,
          -4079.489,
          58.816
        ],
        "eye": [
          -1072.738,
          -4079.489,
          96.816
        ],
        "yaw": 89.43,
        "pitch": -0.314,
        "viewpos": "-1073,-4079,59,89",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/16_back_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/16_back_collision.jpg",
      "output": "generated/blue-ramp/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/16. Source eye=[-1072.738, -4079.489, 96.816], yaw=89.43, pitch=-0.314. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-983b121f-b630-4fcc-88af-07384476eed9.png",
      "completed_at": "2026-10-16T12:21:15.512089+00:00"
    },
    {
      "id": "blue-ramp/17",
      "route": "blue-ramp",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -381.843,
          -4910.085,
          -107.844
        ],
        "eye": [
          -381.843,
          -4910.085,
          -69.844
        ],
        "yaw": 153.433,
        "pitch": -12.25,
        "viewpos": "-382,-4910,-108,153",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/17_back_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/17_back_collision.jpg",
      "output": "generated/blue-ramp/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/17. Source eye=[-381.843, -4910.085, -69.844], yaw=153.433, pitch=-12.25. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        940
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0dd0eaca-c063-4e35-895a-a537c37d8be9.png",
      "completed_at": "2026-10-16T12:21:49.810343+00:00"
    },
    {
      "id": "blue-ramp/18",
      "route": "blue-ramp",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          829.797,
          -5248.567,
          -295.875
        ],
        "eye": [
          829.797,
          -5248.567,
          -257.875
        ],
        "yaw": 173.201,
        "pitch": -2.7,
        "viewpos": "830,-5249,-296,173",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/18_back_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/18_back_collision.jpg",
      "output": "generated/blue-ramp/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/18. Source eye=[829.797, -5248.567, -257.875], yaw=173.201, pitch=-2.7. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4ddd856e-f707-4962-80dc-e229bc110a56.png",
      "completed_at": "2026-10-16T12:23:00.015999+00:00"
    },
    {
      "id": "blue-ramp/19",
      "route": "blue-ramp",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          1908.405,
          -4743.536,
          131.115
        ],
        "eye": [
          1908.405,
          -4743.536,
          169.115
        ],
        "yaw": -149.361,
        "pitch": 17.149,
        "viewpos": "1908,-4744,131,-149",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/19_back_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/19_back_collision.jpg",
      "output": "generated/blue-ramp/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/19. Source eye=[1908.405, -4743.536, 169.115], yaw=-149.361, pitch=17.149. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c0231d64-6a87-4651-b679-6b9464b46b28.png",
      "completed_at": "2026-10-16T12:22:07.709324+00:00"
    },
    {
      "id": "blue-ramp/20",
      "route": "blue-ramp",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -160,
          -3200,
          58
        ],
        "eye": [
          -160,
          -3200,
          96
        ],
        "yaw": -127.2,
        "pitch": 0.999,
        "viewpos": "-160,-3200,58,-127",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/blue-ramp/shots/20_overview_greybox.jpg",
      "collision": "blockouts/blue-ramp/shots/20_overview_collision.jpg",
      "output": "generated/blue-ramp/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: blue-ramp/20. Source eye=[-160, -3200, 96], yaw=-127.2, pitch=0.999. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/blue-ramp/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2544267e-6681-4a0b-b1aa-c9e6c5b29dc7.png",
      "completed_at": "2026-10-16T12:20:45.063681+00:00"
    },
    {
      "id": "thistle-wall/01",
      "route": "thistle-wall",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          3083.781,
          824.251,
          -119.936
        ],
        "eye": [
          3083.781,
          824.251,
          -81.936
        ],
        "yaw": -111.394,
        "pitch": 35,
        "viewpos": "3084,824,-120,-111",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/01_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/01_route_collision.jpg",
      "output": "generated/thistle-wall/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/01. Source eye=[3083.781, 824.251, -81.936], yaw=-111.394, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bf1edee9-abbd-4209-bbe1-41540c3cfe75.png",
      "completed_at": "2026-10-16T12:23:30.317891+00:00"
    },
    {
      "id": "thistle-wall/02",
      "route": "thistle-wall",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          2902.479,
          357.157,
          -671.524
        ],
        "eye": [
          2902.479,
          357.157,
          -633.524
        ],
        "yaw": -105.017,
        "pitch": 24.402,
        "viewpos": "2902,357,-672,-105",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/02_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/02_route_collision.jpg",
      "output": "generated/thistle-wall/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/02. Source eye=[2902.479, 357.157, -633.524], yaw=-105.017, pitch=24.402. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-62baf57a-4ecd-4065-849e-184959029593.png",
      "completed_at": "2026-10-16T12:22:36.456312+00:00"
    },
    {
      "id": "thistle-wall/03",
      "route": "thistle-wall",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          2723.663,
          -290.995,
          -977.885
        ],
        "eye": [
          2723.663,
          -290.995,
          -939.885
        ],
        "yaw": -68.336,
        "pitch": 14.842,
        "viewpos": "2724,-291,-978,-68",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/03_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/03_route_collision.jpg",
      "output": "generated/thistle-wall/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/03. Source eye=[2723.663, -290.995, -939.885], yaw=-68.336, pitch=14.842. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-93f1c3b7-0731-4ba7-b3a8-aca3941b895a.png",
      "completed_at": "2026-10-16T12:25:02.091954+00:00"
    },
    {
      "id": "thistle-wall/04",
      "route": "thistle-wall",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          2984.757,
          -958.316,
          -1170.209
        ],
        "eye": [
          2984.757,
          -958.316,
          -1132.209
        ],
        "yaw": -52.529,
        "pitch": -16.439,
        "viewpos": "2985,-958,-1170,-53",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/04_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/04_route_collision.jpg",
      "output": "generated/thistle-wall/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/04. Source eye=[2984.757, -958.316, -1132.209], yaw=-52.529, pitch=-16.439. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-814c5308-b82e-483b-9005-9ca3e8d95a92.png",
      "completed_at": "2026-10-16T12:21:15.562878+00:00"
    },
    {
      "id": "thistle-wall/05",
      "route": "thistle-wall",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          3416.371,
          -1518.948,
          -968.118
        ],
        "eye": [
          3416.371,
          -1518.948,
          -930.118
        ],
        "yaw": -82.788,
        "pitch": -19.82,
        "viewpos": "3416,-1519,-968,-83",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/05_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/05_route_collision.jpg",
      "output": "generated/thistle-wall/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/05. Source eye=[3416.371, -1518.948, -930.118], yaw=-82.788, pitch=-19.82. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-53aa412d-858a-4b6b-886d-ae18d8bd3439.png",
      "completed_at": "2026-10-16T12:22:07.656619+00:00"
    },
    {
      "id": "thistle-wall/06",
      "route": "thistle-wall",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          3497.846,
          -2141.097,
          -732.806
        ],
        "eye": [
          3497.846,
          -2141.097,
          -694.806
        ],
        "yaw": -102.745,
        "pitch": 24.544,
        "viewpos": "3498,-2141,-733,-103",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/06_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/06_route_collision.jpg",
      "output": "generated/thistle-wall/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/06. Source eye=[3497.846, -2141.097, -694.806], yaw=-102.745, pitch=24.544. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-62ee5c7f-c160-49c7-8177-92948d4a97bc.png",
      "completed_at": "2026-10-16T12:23:30.249059+00:00"
    },
    {
      "id": "thistle-wall/07",
      "route": "thistle-wall",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          3352.055,
          -2803.686,
          -1042.283
        ],
        "eye": [
          3352.055,
          -2803.686,
          -1004.283
        ],
        "yaw": -139.792,
        "pitch": 7.638,
        "viewpos": "3352,-2804,-1042,-140",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/07_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/07_route_collision.jpg",
      "output": "generated/thistle-wall/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/07. Source eye=[3352.055, -2803.686, -1004.283], yaw=-139.792, pitch=7.638. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-63749755-06ed-4ff2-b85e-8166c2d21a98.png",
      "completed_at": "2026-10-16T12:26:28.513559+00:00"
    },
    {
      "id": "thistle-wall/08",
      "route": "thistle-wall",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          2811.683,
          -3264.5,
          -1146.186
        ],
        "eye": [
          2811.683,
          -3264.5,
          -1108.186
        ],
        "yaw": -143.273,
        "pitch": -35,
        "viewpos": "2812,-3265,-1146,-143",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/08_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/08_route_collision.jpg",
      "output": "generated/thistle-wall/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/08. Source eye=[2811.683, -3264.5, -1108.186], yaw=-143.273, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e13997e9-43d4-4562-89a4-ab8de0facf42.png",
      "completed_at": "2026-10-16T12:24:56.811730+00:00"
    },
    {
      "id": "thistle-wall/09",
      "route": "thistle-wall",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          2501.865,
          -3491.225,
          -547.737
        ],
        "eye": [
          2501.865,
          -3491.225,
          -509.737
        ],
        "yaw": -70.814,
        "pitch": -35,
        "viewpos": "2502,-3491,-548,-71",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/09_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/09_route_collision.jpg",
      "output": "generated/thistle-wall/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/09. Source eye=[2501.865, -3491.225, -509.737], yaw=-70.814, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-dad036f2-0bb2-42e7-8156-5bcda7a4231c.png",
      "completed_at": "2026-10-16T12:24:00.681117+00:00"
    },
    {
      "id": "thistle-wall/10",
      "route": "thistle-wall",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          2624.08,
          -3856.392,
          76.527
        ],
        "eye": [
          2624.08,
          -3856.392,
          114.527
        ],
        "yaw": -32.422,
        "pitch": 14.181,
        "viewpos": "2624,-3856,77,-32",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/10_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/10_route_collision.jpg",
      "output": "generated/thistle-wall/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/10. Source eye=[2624.08, -3856.392, 114.527], yaw=-32.422, pitch=14.181. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-eb693aaf-cf7f-4c1b-9724-4d3018501da8.png",
      "completed_at": "2026-10-16T12:25:02.036930+00:00"
    },
    {
      "id": "thistle-wall/11",
      "route": "thistle-wall",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          3192.127,
          -4220.799,
          -87.42
        ],
        "eye": [
          3192.127,
          -4220.799,
          -49.42
        ],
        "yaw": 44.479,
        "pitch": 31.846,
        "viewpos": "3192,-4221,-87,44",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/11_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/11_route_collision.jpg",
      "output": "generated/thistle-wall/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/11. Source eye=[3192.127, -4220.799, -49.42], yaw=44.479, pitch=31.846. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-766a7041-9cfa-4a63-bee9-c4d76150acdd.png",
      "completed_at": "2026-10-16T12:27:01.983037+00:00"
    },
    {
      "id": "thistle-wall/12",
      "route": "thistle-wall",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          3504.875,
          -3928.754,
          -359.685
        ],
        "eye": [
          3504.875,
          -3928.754,
          -321.685
        ],
        "yaw": 90,
        "pitch": 0,
        "viewpos": "3505,-3929,-360,90",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/12_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/12_route_collision.jpg",
      "output": "generated/thistle-wall/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/12. Source eye=[3504.875, -3928.754, -321.685], yaw=90, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4413ff3d-a27a-4335-9b0e-898f850b7b09.png",
      "completed_at": "2026-10-16T12:27:33.363733+00:00"
    },
    {
      "id": "thistle-wall/13",
      "route": "thistle-wall",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          3504.875,
          -3175.822,
          -359.685
        ],
        "eye": [
          3504.875,
          -3175.822,
          -321.685
        ],
        "yaw": 90,
        "pitch": 0,
        "viewpos": "3505,-3176,-360,90",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/13_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/13_route_collision.jpg",
      "output": "generated/thistle-wall/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/13. Source eye=[3504.875, -3175.822, -321.685], yaw=90, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5398b320-9745-4e35-b4d1-28a61f96ef7f.png",
      "completed_at": "2026-10-16T12:28:31.606232+00:00"
    },
    {
      "id": "thistle-wall/14",
      "route": "thistle-wall",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          3504.875,
          -2422.891,
          -359.685
        ],
        "eye": [
          3504.875,
          -2422.891,
          -321.685
        ],
        "yaw": 90,
        "pitch": -0.798,
        "viewpos": "3505,-2423,-360,90",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/14_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/14_route_collision.jpg",
      "output": "generated/thistle-wall/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/14. Source eye=[3504.875, -2422.891, -321.685], yaw=90, pitch=-0.798. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bff15a89-c676-4e09-8e0b-a47e6cb4da54.png",
      "completed_at": "2026-10-16T12:24:30.423856+00:00"
    },
    {
      "id": "thistle-wall/15",
      "route": "thistle-wall",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          3504.875,
          -1670.451,
          -351.918
        ],
        "eye": [
          3504.875,
          -1670.451,
          -313.918
        ],
        "yaw": 105.112,
        "pitch": -35,
        "viewpos": "3505,-1670,-352,105",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/15_route_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/15_route_collision.jpg",
      "output": "generated/thistle-wall/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/15. Source eye=[3504.875, -1670.451, -313.918], yaw=105.112, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b4943095-0f68-485b-bc3f-190e2fa8fed1.png",
      "completed_at": "2026-10-16T12:24:56.861847+00:00"
    },
    {
      "id": "thistle-wall/16",
      "route": "thistle-wall",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          3467.585,
          -1620.872,
          -870.108
        ],
        "eye": [
          3467.585,
          -1620.872,
          -832.108
        ],
        "yaw": 125.876,
        "pitch": 23.687,
        "viewpos": "3468,-1621,-870,126",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/16_back_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/16_back_collision.jpg",
      "output": "generated/thistle-wall/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/16. Source eye=[3467.585, -1620.872, -832.108], yaw=125.876, pitch=23.687. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-331c35a9-3687-4e73-b6b2-7ba9786f4265.png",
      "completed_at": "2026-10-16T12:27:25.853894+00:00"
    },
    {
      "id": "thistle-wall/17",
      "route": "thistle-wall",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          2524.581,
          -3421.938,
          -781.647
        ],
        "eye": [
          2524.581,
          -3421.938,
          -743.647
        ],
        "yaw": 29.326,
        "pitch": 35,
        "viewpos": "2525,-3422,-782,29",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/17_back_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/17_back_collision.jpg",
      "output": "generated/thistle-wall/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/17. Source eye=[2524.581, -3421.938, -743.647], yaw=29.326, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b276d0d8-73fd-43b4-8584-581a84b74da9.png",
      "completed_at": "2026-10-16T12:26:28.568135+00:00"
    },
    {
      "id": "thistle-wall/18",
      "route": "thistle-wall",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          3504.875,
          -3817.207,
          -359.685
        ],
        "eye": [
          3504.875,
          -3817.207,
          -321.685
        ],
        "yaw": -119.838,
        "pitch": -23.168,
        "viewpos": "3505,-3817,-360,-120",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/18_back_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/18_back_collision.jpg",
      "output": "generated/thistle-wall/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/18. Source eye=[3504.875, -3817.207, -321.685], yaw=-119.838, pitch=-23.168. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c4307963-3a08-49c4-ac9c-41b5e300597a.png",
      "completed_at": "2026-10-16T12:27:57.478147+00:00"
    },
    {
      "id": "thistle-wall/19",
      "route": "thistle-wall",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          3467.102,
          -1303.468,
          -92.313
        ],
        "eye": [
          3467.102,
          -1303.468,
          -54.313
        ],
        "yaw": -86.754,
        "pitch": 21.842,
        "viewpos": "3467,-1303,-92,-87",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/19_back_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/19_back_collision.jpg",
      "output": "generated/thistle-wall/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/19. Source eye=[3467.102, -1303.468, -54.313], yaw=-86.754, pitch=21.842. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-92332cb8-3d75-4361-9c56-cff184447a71.png",
      "completed_at": "2026-10-16T12:29:23.415159+00:00"
    },
    {
      "id": "thistle-wall/20",
      "route": "thistle-wall",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          3008,
          1024,
          186
        ],
        "eye": [
          3008,
          1024,
          224
        ],
        "yaw": -81.141,
        "pitch": 16.649,
        "viewpos": "3008,1024,186,-81",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/thistle-wall/shots/20_overview_greybox.jpg",
      "collision": "blockouts/thistle-wall/shots/20_overview_collision.jpg",
      "output": "generated/thistle-wall/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: thistle-wall/20. Source eye=[3008, 1024, 224], yaw=-81.141, pitch=16.649. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/thistle-wall/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-22f6dd93-0a04-48c1-963d-86238287d34c.png",
      "completed_at": "2026-10-16T12:27:33.307025+00:00"
    },
    {
      "id": "golden-tabletop/01",
      "route": "golden-tabletop",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          1947.51,
          -6333.661,
          -76.599
        ],
        "eye": [
          1947.51,
          -6333.661,
          -38.599
        ],
        "yaw": 165.569,
        "pitch": 35,
        "viewpos": "1948,-6334,-77,166",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/01_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/01_route_collision.jpg",
      "output": "generated/golden-tabletop/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/01. Source eye=[1947.51, -6333.661, -38.599], yaw=165.569, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ff202dfd-e05f-4aa8-a0e5-dc988d3ad09d.png",
      "completed_at": "2026-10-16T12:28:59.154379+00:00"
    },
    {
      "id": "golden-tabletop/02",
      "route": "golden-tabletop",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          1950.986,
          -6283.98,
          -751.505
        ],
        "eye": [
          1950.986,
          -6283.98,
          -713.505
        ],
        "yaw": 175.283,
        "pitch": 27.252,
        "viewpos": "1951,-6284,-752,175",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/02_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/02_route_collision.jpg",
      "output": "generated/golden-tabletop/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/02. Source eye=[1950.986, -6283.98, -713.505], yaw=175.283, pitch=27.252. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d5172d5a-0447-4909-8df7-ad4da8c74d24.png",
      "completed_at": "2026-10-16T12:30:14.572969+00:00"
    },
    {
      "id": "golden-tabletop/03",
      "route": "golden-tabletop",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          1688.733,
          -6331.974,
          -886.412
        ],
        "eye": [
          1688.733,
          -6331.974,
          -848.412
        ],
        "yaw": 102.38,
        "pitch": 6.569,
        "viewpos": "1689,-6332,-886,102",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/03_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/03_route_collision.jpg",
      "output": "generated/golden-tabletop/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/03. Source eye=[1688.733, -6331.974, -848.412], yaw=102.38, pitch=6.569. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-86f34df9-49f8-450b-8f88-069bb2332e56.png",
      "completed_at": "2026-10-16T12:30:14.624374+00:00"
    },
    {
      "id": "golden-tabletop/04",
      "route": "golden-tabletop",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          1599.918,
          -5725.536,
          -934.296
        ],
        "eye": [
          1599.918,
          -5725.536,
          -896.296
        ],
        "yaw": 156.345,
        "pitch": 20.358,
        "viewpos": "1600,-5726,-934,156",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/04_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/04_route_collision.jpg",
      "output": "generated/golden-tabletop/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/04. Source eye=[1599.918, -5725.536, -896.296], yaw=156.345, pitch=20.358. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e928fdf6-b4cc-4c28-8f81-733f6b7ebd95.png",
      "completed_at": "2026-10-16T12:32:17.842831+00:00"
    },
    {
      "id": "golden-tabletop/05",
      "route": "golden-tabletop",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          1033.31,
          -5452.127,
          -1171.268
        ],
        "eye": [
          1033.31,
          -5452.127,
          -1133.268
        ],
        "yaw": -174.708,
        "pitch": 10.033,
        "viewpos": "1033,-5452,-1171,-175",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/05_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/05_route_collision.jpg",
      "output": "generated/golden-tabletop/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/05. Source eye=[1033.31, -5452.127, -1133.268], yaw=-174.708, pitch=10.033. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bb751b38-e6ae-44e6-b5c9-e7a6f0d4e501.png",
      "completed_at": "2026-10-16T12:30:44.101845+00:00"
    },
    {
      "id": "golden-tabletop/06",
      "route": "golden-tabletop",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          369.09,
          -5496.999,
          -1298.267
        ],
        "eye": [
          369.09,
          -5496.999,
          -1260.267
        ],
        "yaw": -155.467,
        "pitch": 0.95,
        "viewpos": "369,-5497,-1298,-155",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/06_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/06_route_collision.jpg",
      "output": "generated/golden-tabletop/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/06. Source eye=[369.09, -5496.999, -1260.267], yaw=-155.467, pitch=0.95. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-cad1c24c-0944-4168-b629-1bfc929efde9.png",
      "completed_at": "2026-10-16T12:28:25.671903+00:00"
    },
    {
      "id": "golden-tabletop/07",
      "route": "golden-tabletop",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -253.072,
          -5774.908,
          -1318.909
        ],
        "eye": [
          -253.072,
          -5774.908,
          -1280.909
        ],
        "yaw": -151.617,
        "pitch": -35,
        "viewpos": "-253,-5775,-1319,-152",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/07_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/07_route_collision.jpg",
      "output": "generated/golden-tabletop/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/07. Source eye=[-253.072, -5774.908, -1280.909], yaw=-151.617, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5caf8ee9-b85a-471b-a988-7183774c884f.png",
      "completed_at": "2026-10-16T12:30:50.629827+00:00"
    },
    {
      "id": "golden-tabletop/08",
      "route": "golden-tabletop",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -727.019,
          -6019.978,
          -957.789
        ],
        "eye": [
          -727.019,
          -6019.978,
          -919.789
        ],
        "yaw": -112.57,
        "pitch": -35,
        "viewpos": "-727,-6020,-958,-113",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/08_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/08_route_collision.jpg",
      "output": "generated/golden-tabletop/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/08. Source eye=[-727.019, -6019.978, -919.789], yaw=-112.57, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1bf7bfe4-b8a4-487d-9ecd-2919ded381bc.png",
      "completed_at": "2026-10-16T12:30:43.764552+00:00"
    },
    {
      "id": "golden-tabletop/09",
      "route": "golden-tabletop",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -799.529,
          -6197.462,
          -301.886
        ],
        "eye": [
          -799.529,
          -6197.462,
          -263.886
        ],
        "yaw": 157.701,
        "pitch": -35,
        "viewpos": "-800,-6197,-302,158",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/09_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/09_route_collision.jpg",
      "output": "generated/golden-tabletop/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/09. Source eye=[-799.529, -6197.462, -263.886], yaw=157.701, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1674be16-cf6e-4d7d-87cd-9b3baffff1b3.png",
      "completed_at": "2026-10-16T12:30:44.162139+00:00"
    },
    {
      "id": "golden-tabletop/10",
      "route": "golden-tabletop",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -924.913,
          -6181.53,
          36.914
        ],
        "eye": [
          -924.913,
          -6181.53,
          74.914
        ],
        "yaw": 92.942,
        "pitch": 35,
        "viewpos": "-925,-6182,37,93",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/10_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/10_route_collision.jpg",
      "output": "generated/golden-tabletop/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/10. Source eye=[-924.913, -6181.53, 74.914], yaw=92.942, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ce50ccff-0202-4d6e-bf80-34e2d63e50b1.png",
      "completed_at": "2026-10-16T12:33:17.782388+00:00"
    },
    {
      "id": "golden-tabletop/11",
      "route": "golden-tabletop",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -946.119,
          -5878.713,
          -575.034
        ],
        "eye": [
          -946.119,
          -5878.713,
          -537.034
        ],
        "yaw": 121.589,
        "pitch": 35,
        "viewpos": "-946,-5879,-575,122",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/11_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/11_route_collision.jpg",
      "output": "generated/golden-tabletop/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/11. Source eye=[-946.119, -5878.713, -537.034], yaw=121.589, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5a3dbe83-5e0a-4980-95b2-592eafdf494d.png",
      "completed_at": "2026-10-16T12:33:52.772271+00:00"
    },
    {
      "id": "golden-tabletop/12",
      "route": "golden-tabletop",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -1062.993,
          -5616.659,
          -1168.616
        ],
        "eye": [
          -1062.993,
          -5616.659,
          -1130.616
        ],
        "yaw": 170.874,
        "pitch": 11.275,
        "viewpos": "-1063,-5617,-1169,171",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/12_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/12_route_collision.jpg",
      "output": "generated/golden-tabletop/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/12. Source eye=[-1062.993, -5616.659, -1130.616], yaw=170.874, pitch=11.275. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6586b63c-4e81-4f8f-8c89-ecb97ee5cee1.png",
      "completed_at": "2026-10-16T12:32:49.525140+00:00"
    },
    {
      "id": "golden-tabletop/13",
      "route": "golden-tabletop",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -1692.966,
          -5499.217,
          -1319.506
        ],
        "eye": [
          -1692.966,
          -5499.217,
          -1281.506
        ],
        "yaw": -165.338,
        "pitch": -33.665,
        "viewpos": "-1693,-5499,-1320,-165",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/13_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/13_route_collision.jpg",
      "output": "generated/golden-tabletop/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/13. Source eye=[-1692.966, -5499.217, -1281.506], yaw=-165.338, pitch=-33.665. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2fde814a-236d-4bac-8f11-a9d7586217cb.png",
      "completed_at": "2026-10-16T12:32:49.576412+00:00"
    },
    {
      "id": "golden-tabletop/14",
      "route": "golden-tabletop",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -2227.521,
          -5628.949,
          -978.23
        ],
        "eye": [
          -2227.521,
          -5628.949,
          -940.23
        ],
        "yaw": -161.813,
        "pitch": -35,
        "viewpos": "-2228,-5629,-978,-162",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/14_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/14_route_collision.jpg",
      "output": "generated/golden-tabletop/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/14. Source eye=[-2227.521, -5628.949, -940.23], yaw=-161.813, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-fa832ab1-b302-41ce-8135-bd6f7b65b44a.png",
      "completed_at": "2026-10-16T12:32:17.904841+00:00"
    },
    {
      "id": "golden-tabletop/15",
      "route": "golden-tabletop",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -2712.818,
          -5797.666,
          -532.058
        ],
        "eye": [
          -2712.818,
          -5797.666,
          -494.058
        ],
        "yaw": 139.823,
        "pitch": -25.657,
        "viewpos": "-2713,-5798,-532,140",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/15_route_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/15_route_collision.jpg",
      "output": "generated/golden-tabletop/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/15. Source eye=[-2712.818, -5797.666, -494.058], yaw=139.823, pitch=-25.657. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9cda231a-c921-4902-8b71-b54d2c72677c.png",
      "completed_at": "2026-10-16T12:33:52.723411+00:00"
    },
    {
      "id": "golden-tabletop/16",
      "route": "golden-tabletop",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          902.279,
          -5438.396,
          -1207.575
        ],
        "eye": [
          902.279,
          -5438.396,
          -1169.575
        ],
        "yaw": -20.822,
        "pitch": -19.763,
        "viewpos": "902,-5438,-1208,-21",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/16_back_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/16_back_collision.jpg",
      "output": "generated/golden-tabletop/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/16. Source eye=[902.279, -5438.396, -1169.575], yaw=-20.822, pitch=-19.763. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d3375e79-0b2e-4942-aedd-844a57d24dd5.png",
      "completed_at": "2026-10-16T12:34:20.392259+00:00"
    },
    {
      "id": "golden-tabletop/17",
      "route": "golden-tabletop",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -778.441,
          -6142.645,
          -516.985
        ],
        "eye": [
          -778.441,
          -6142.645,
          -478.985
        ],
        "yaw": 45.111,
        "pitch": 35,
        "viewpos": "-778,-6143,-517,45",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/17_back_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/17_back_collision.jpg",
      "output": "generated/golden-tabletop/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/17. Source eye=[-778.441, -6142.645, -478.985], yaw=45.111, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a78a691b-1285-4756-a06d-4b2181d219e6.png",
      "completed_at": "2026-10-16T12:32:48.559059+00:00"
    },
    {
      "id": "golden-tabletop/18",
      "route": "golden-tabletop",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -1137.304,
          -5585.155,
          -1229.634
        ],
        "eye": [
          -1137.304,
          -5585.155,
          -1191.634
        ],
        "yaw": -56.17,
        "pitch": -35,
        "viewpos": "-1137,-5585,-1230,-56",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/18_back_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/18_back_collision.jpg",
      "output": "generated/golden-tabletop/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/18. Source eye=[-1137.304, -5585.155, -1191.634], yaw=-56.17, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2d5222d3-a894-4861-b510-b3c66224d3ef.png",
      "completed_at": "2026-10-16T12:34:20.074719+00:00"
    },
    {
      "id": "golden-tabletop/19",
      "route": "golden-tabletop",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -3052.919,
          -5804.33,
          -327.002
        ],
        "eye": [
          -3052.919,
          -5804.33,
          -289.002
        ],
        "yaw": 7.794,
        "pitch": 33.944,
        "viewpos": "-3053,-5804,-327,8",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/19_back_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/19_back_collision.jpg",
      "output": "generated/golden-tabletop/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/19. Source eye=[-3052.919, -5804.33, -289.002], yaw=7.794, pitch=33.944. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-116e0383-a40f-4a8a-8e6e-5ade68ed3116.png",
      "completed_at": "2026-10-16T12:33:17.833503+00:00"
    },
    {
      "id": "golden-tabletop/20",
      "route": "golden-tabletop",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          1952,
          -6368,
          186
        ],
        "eye": [
          1952,
          -6368,
          224
        ],
        "yaw": 150.843,
        "pitch": 35,
        "viewpos": "1952,-6368,186,151",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/golden-tabletop/shots/20_overview_greybox.jpg",
      "collision": "blockouts/golden-tabletop/shots/20_overview_collision.jpg",
      "output": "generated/golden-tabletop/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: golden-tabletop/20. Source eye=[1952, -6368, 224], yaw=150.843, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/golden-tabletop/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-34991637-cc54-4548-a842-c9f2d4fb71ef.png",
      "completed_at": "2026-10-16T12:37:26.883046+00:00"
    },
    {
      "id": "indigo-twister/01",
      "route": "indigo-twister",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -4120.452,
          -7127.534,
          -678.875
        ],
        "eye": [
          -4120.452,
          -7127.534,
          -640.875
        ],
        "yaw": 57.893,
        "pitch": 0.072,
        "viewpos": "-4120,-7128,-679,58",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/01_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/01_route_collision.jpg",
      "output": "generated/indigo-twister/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/01. Source eye=[-4120.452, -7127.534, -640.875], yaw=57.893, pitch=0.072. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-41a12678-514e-45a5-87bd-8ea9a2683334.png",
      "completed_at": "2026-10-16T12:37:26.934160+00:00"
    },
    {
      "id": "indigo-twister/02",
      "route": "indigo-twister",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -3691.552,
          -6477.116,
          -679.749
        ],
        "eye": [
          -3691.552,
          -6477.116,
          -641.749
        ],
        "yaw": 69.478,
        "pitch": 0,
        "viewpos": "-3692,-6477,-680,69",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/02_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/02_route_collision.jpg",
      "output": "generated/indigo-twister/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/02. Source eye=[-3691.552, -6477.116, -641.749], yaw=69.478, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4c60fab8-bea0-4581-a11e-f206567181b2.png",
      "completed_at": "2026-10-16T12:34:20.125126+00:00"
    },
    {
      "id": "indigo-twister/03",
      "route": "indigo-twister",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -3427.475,
          -5687.338,
          -679.749
        ],
        "eye": [
          -3427.475,
          -5687.338,
          -641.749
        ],
        "yaw": 104.434,
        "pitch": -3.491,
        "viewpos": "-3427,-5687,-680,104",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/03_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/03_route_collision.jpg",
      "output": "generated/indigo-twister/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/03. Source eye=[-3427.475, -5687.338, -641.749], yaw=104.434, pitch=-3.491. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5c694e23-ac56-442b-8dca-bddd437a0034.png",
      "completed_at": "2026-10-16T12:35:15.507502+00:00"
    },
    {
      "id": "indigo-twister/04",
      "route": "indigo-twister",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -3648.229,
          -4871.027,
          -631.419
        ],
        "eye": [
          -3648.229,
          -4871.027,
          -593.419
        ],
        "yaw": 127.018,
        "pitch": 35,
        "viewpos": "-3648,-4871,-631,127",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/04_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/04_route_collision.jpg",
      "output": "generated/indigo-twister/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/04. Source eye=[-3648.229, -4871.027, -593.419], yaw=127.018, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1a20869d-1a63-477d-8352-c7d55ad09465.png",
      "completed_at": "2026-10-16T12:39:21.847857+00:00"
    },
    {
      "id": "indigo-twister/05",
      "route": "indigo-twister",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -4014.25,
          -4446.683,
          -1174.044
        ],
        "eye": [
          -4014.25,
          -4446.683,
          -1136.044
        ],
        "yaw": -118.164,
        "pitch": 34.251,
        "viewpos": "-4014,-4447,-1174,-118",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/05_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/05_route_collision.jpg",
      "output": "generated/indigo-twister/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/05. Source eye=[-4014.25, -4446.683, -1136.044], yaw=-118.164, pitch=34.251. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-552cad85-fb33-46f5-a049-eea481468e66.png",
      "completed_at": "2026-10-16T12:37:23.690699+00:00"
    },
    {
      "id": "indigo-twister/06",
      "route": "indigo-twister",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -4312.115,
          -5049.295,
          -1575.875
        ],
        "eye": [
          -4312.115,
          -5049.295,
          -1537.875
        ],
        "yaw": -93.134,
        "pitch": 0,
        "viewpos": "-4312,-5049,-1576,-93",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/06_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/06_route_collision.jpg",
      "output": "generated/indigo-twister/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/06. Source eye=[-4312.115, -5049.295, -1537.875], yaw=-93.134, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e8badecf-5f7e-448e-9c1e-296ad10c651b.png",
      "completed_at": "2026-10-16T12:36:19.074127+00:00"
    },
    {
      "id": "indigo-twister/07",
      "route": "indigo-twister",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -4344.317,
          -5897.114,
          -1575.875
        ],
        "eye": [
          -4344.317,
          -5897.114,
          -1537.875
        ],
        "yaw": -75.663,
        "pitch": -2.554,
        "viewpos": "-4344,-5897,-1576,-76",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/07_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/07_route_collision.jpg",
      "output": "generated/indigo-twister/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/07. Source eye=[-4344.317, -5897.114, -1537.875], yaw=-75.663, pitch=-2.554. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ccbfc39a-1438-4be3-9e2f-990accdffaaf.png",
      "completed_at": "2026-10-16T12:35:53.113677+00:00"
    },
    {
      "id": "indigo-twister/08",
      "route": "indigo-twister",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -4128.942,
          -6718.446,
          -1536.072
        ],
        "eye": [
          -4128.942,
          -6718.446,
          -1498.072
        ],
        "yaw": -60.71,
        "pitch": 35,
        "viewpos": "-4129,-6718,-1536,-61",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/08_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/08_route_collision.jpg",
      "output": "generated/indigo-twister/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/08. Source eye=[-4128.942, -6718.446, -1498.072], yaw=-60.71, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-fb356971-f0b2-49fd-a1c0-e8c1441290f6.png",
      "completed_at": "2026-10-16T12:39:47.363828+00:00"
    },
    {
      "id": "indigo-twister/09",
      "route": "indigo-twister",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -3820.249,
          -7206.462,
          -2038.228
        ],
        "eye": [
          -3820.249,
          -7206.462,
          -2000.228
        ],
        "yaw": 61.114,
        "pitch": 35,
        "viewpos": "-3820,-7206,-2038,61",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/09_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/09_route_collision.jpg",
      "output": "generated/indigo-twister/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/09. Source eye=[-3820.249, -7206.462, -2000.228], yaw=61.114, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3d4716a5-b1b9-46f7-8549-66bd27ab0e70.png",
      "completed_at": "2026-10-16T12:42:41.818337+00:00"
    },
    {
      "id": "indigo-twister/10",
      "route": "indigo-twister",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -3519.659,
          -6629.294,
          -2471.875
        ],
        "eye": [
          -3519.659,
          -6629.294,
          -2433.875
        ],
        "yaw": 79.361,
        "pitch": 0,
        "viewpos": "-3520,-6629,-2472,79",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/10_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/10_route_collision.jpg",
      "output": "generated/indigo-twister/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/10. Source eye=[-3519.659, -6629.294, -2433.875], yaw=79.361, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b6c3c1f2-e651-4ff9-b261-69ff1ab463f5.png",
      "completed_at": "2026-10-16T12:36:19.138809+00:00"
    },
    {
      "id": "indigo-twister/11",
      "route": "indigo-twister",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -3373.481,
          -5791.778,
          -2471.875
        ],
        "eye": [
          -3373.481,
          -5791.778,
          -2433.875
        ],
        "yaw": 93.343,
        "pitch": 0,
        "viewpos": "-3373,-5792,-2472,93",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/11_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/11_route_collision.jpg",
      "output": "generated/indigo-twister/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/11. Source eye=[-3373.481, -5791.778, -2433.875], yaw=93.343, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6c8c4756-c12e-4722-8d9c-dec94ae656fd.png",
      "completed_at": "2026-10-16T12:37:23.406535+00:00"
    },
    {
      "id": "indigo-twister/12",
      "route": "indigo-twister",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -3427.829,
          -4942.096,
          -2471.875
        ],
        "eye": [
          -3427.829,
          -4942.096,
          -2433.875
        ],
        "yaw": 90.39,
        "pitch": -14.692,
        "viewpos": "-3428,-4942,-2472,90",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/12_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/12_route_collision.jpg",
      "output": "generated/indigo-twister/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/12. Source eye=[-3427.829, -4942.096, -2433.875], yaw=90.39, pitch=-14.692. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-506eee79-b269-4928-8850-66f2b8826310.png",
      "completed_at": "2026-10-16T12:37:23.744962+00:00"
    },
    {
      "id": "indigo-twister/13",
      "route": "indigo-twister",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -3424.357,
          -4183.436,
          -2217.177
        ],
        "eye": [
          -3424.357,
          -4183.436,
          -2179.177
        ],
        "yaw": 44.246,
        "pitch": -35,
        "viewpos": "-3424,-4183,-2217,44",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/13_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/13_route_collision.jpg",
      "output": "generated/indigo-twister/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/13. Source eye=[-3424.357, -4183.436, -2179.177], yaw=44.246, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-94b3fcb2-23b5-49a1-8236-21a501300770.png",
      "completed_at": "2026-10-16T12:39:55.061710+00:00"
    },
    {
      "id": "indigo-twister/14",
      "route": "indigo-twister",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -3296.007,
          -4069.542,
          -1388.966
        ],
        "eye": [
          -3296.007,
          -4069.542,
          -1350.966
        ],
        "yaw": 4.066,
        "pitch": -35,
        "viewpos": "-3296,-4070,-1389,4",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/14_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/14_route_collision.jpg",
      "output": "generated/indigo-twister/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/14. Source eye=[-3296.007, -4069.542, -1350.966], yaw=4.066, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7dd4cd1c-9bfd-4beb-a392-c627ee33d0a3.png",
      "completed_at": "2026-10-16T12:38:57.908083+00:00"
    },
    {
      "id": "indigo-twister/15",
      "route": "indigo-twister",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -3215.201,
          -4070.784,
          -545.006
        ],
        "eye": [
          -3215.201,
          -4070.784,
          -507.006
        ],
        "yaw": -89.996,
        "pitch": -35,
        "viewpos": "-3215,-4071,-545,-90",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/15_route_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/15_route_collision.jpg",
      "output": "generated/indigo-twister/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/15. Source eye=[-3215.201, -4070.784, -507.006], yaw=-89.996, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7b912f53-ac25-49fe-bea2-5dffa3d4a75c.png",
      "completed_at": "2026-10-16T12:39:47.469397+00:00"
    },
    {
      "id": "indigo-twister/16",
      "route": "indigo-twister",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -4089.082,
          -4502.599,
          -1315.412
        ],
        "eye": [
          -4089.082,
          -4502.599,
          -1277.412
        ],
        "yaw": -24.217,
        "pitch": -35,
        "viewpos": "-4089,-4503,-1315,-24",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/16_back_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/16_back_collision.jpg",
      "output": "generated/indigo-twister/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/16. Source eye=[-4089.082, -4502.599, -1277.412], yaw=-24.217, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2552db6e-baff-441f-9f05-08ddc5d54e12.png",
      "completed_at": "2026-10-16T12:40:45.788227+00:00"
    },
    {
      "id": "indigo-twister/17",
      "route": "indigo-twister",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -3927.122,
          -7154.891,
          -1791.133
        ],
        "eye": [
          -3927.122,
          -7154.891,
          -1753.133
        ],
        "yaw": 112.773,
        "pitch": -19.61,
        "viewpos": "-3927,-7155,-1791,113",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/17_back_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/17_back_collision.jpg",
      "output": "generated/indigo-twister/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/17. Source eye=[-3927.122, -7154.891, -1753.133], yaw=112.773, pitch=-19.61. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-97918b5b-63c8-48a6-b237-afd3c80f14d3.png",
      "completed_at": "2026-10-16T12:41:48.409590+00:00"
    },
    {
      "id": "indigo-twister/18",
      "route": "indigo-twister",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -3440.028,
          -4816.383,
          -2471.875
        ],
        "eye": [
          -3440.028,
          -4816.383,
          -2433.875
        ],
        "yaw": -84.825,
        "pitch": 0,
        "viewpos": "-3440,-4816,-2472,-85",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/18_back_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/18_back_collision.jpg",
      "output": "generated/indigo-twister/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/18. Source eye=[-3440.028, -4816.383, -2433.875], yaw=-84.825, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e9a27499-4f2c-4436-9583-e68fa819b86b.png",
      "completed_at": "2026-10-16T12:39:21.257124+00:00"
    },
    {
      "id": "indigo-twister/19",
      "route": "indigo-twister",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -3215.198,
          -4176.911,
          -26.764
        ],
        "eye": [
          -3215.198,
          -4176.911,
          11.236
        ],
        "yaw": 89.983,
        "pitch": 35,
        "viewpos": "-3215,-4177,-27,90",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/19_back_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/19_back_collision.jpg",
      "output": "generated/indigo-twister/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/19. Source eye=[-3215.198, -4176.911, 11.236], yaw=89.983, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3207cbc4-47b9-4048-951a-d0edbb32913f.png",
      "completed_at": "2026-10-16T12:39:47.411697+00:00"
    },
    {
      "id": "indigo-twister/20",
      "route": "indigo-twister",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -4352,
          -7264,
          186
        ],
        "eye": [
          -4352,
          -7264,
          224
        ],
        "yaw": 88.872,
        "pitch": 35,
        "viewpos": "-4352,-7264,186,89",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/indigo-twister/shots/20_overview_greybox.jpg",
      "collision": "blockouts/indigo-twister/shots/20_overview_collision.jpg",
      "output": "generated/indigo-twister/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: indigo-twister/20. Source eye=[-4352, -7264, 224], yaw=88.872, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/indigo-twister/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c8bdc4e0-1c99-4e53-bef7-0b6ae8c8d693.png",
      "completed_at": "2026-10-16T12:41:48.089111+00:00"
    },
    {
      "id": "olive-gap/01",
      "route": "olive-gap",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -2309.18,
          -4476.57,
          -362.881
        ],
        "eye": [
          -2309.18,
          -4476.57,
          -324.881
        ],
        "yaw": -2.697,
        "pitch": -7.838,
        "viewpos": "-2309,-4477,-363,-3",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/01_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/01_route_collision.jpg",
      "output": "generated/olive-gap/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/01. Source eye=[-2309.18, -4476.57, -324.881], yaw=-2.697, pitch=-7.838. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7818016a-10c9-4570-a614-e6c2e43d05c3.png",
      "completed_at": "2026-10-16T12:44:13.198520+00:00"
    },
    {
      "id": "olive-gap/02",
      "route": "olive-gap",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -1813.269,
          -4450.993,
          -294.408
        ],
        "eye": [
          -1813.269,
          -4450.993,
          -256.408
        ],
        "yaw": 14.66,
        "pitch": -9.062,
        "viewpos": "-1813,-4451,-294,15",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/02_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/02_route_collision.jpg",
      "output": "generated/olive-gap/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/02. Source eye=[-1813.269, -4450.993, -256.408], yaw=14.66, pitch=-9.062. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4df5fbeb-34ed-4c06-ac58-b8bc6d37e00d.png",
      "completed_at": "2026-10-16T12:42:13.144595+00:00"
    },
    {
      "id": "olive-gap/03",
      "route": "olive-gap",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -1319.972,
          -4511.161,
          -231.875
        ],
        "eye": [
          -1319.972,
          -4511.161,
          -193.875
        ],
        "yaw": 81.583,
        "pitch": -1.035,
        "viewpos": "-1320,-4511,-232,82",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/03_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/03_route_collision.jpg",
      "output": "generated/olive-gap/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/03. Source eye=[-1319.972, -4511.161, -193.875], yaw=81.583, pitch=-1.035. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6b5418a2-0d75-46c0-9501-5a2dd0313880.png",
      "completed_at": "2026-10-16T12:41:48.350509+00:00"
    },
    {
      "id": "olive-gap/04",
      "route": "olive-gap",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -1186.848,
          -4057.122,
          -184.514
        ],
        "eye": [
          -1186.848,
          -4057.122,
          -146.514
        ],
        "yaw": 95.647,
        "pitch": 3.612,
        "viewpos": "-1187,-4057,-185,96",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/04_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/04_route_collision.jpg",
      "output": "generated/olive-gap/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/04. Source eye=[-1186.848, -4057.122, -146.514], yaw=95.647, pitch=3.612. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-41d58ef0-ad7d-4e89-b2d6-7cd9cbce0837.png",
      "completed_at": "2026-10-16T12:44:13.143600+00:00"
    },
    {
      "id": "olive-gap/05",
      "route": "olive-gap",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -1253.354,
          -3563.468,
          -188.068
        ],
        "eye": [
          -1253.354,
          -3563.468,
          -150.068
        ],
        "yaw": 83.69,
        "pitch": 3.318,
        "viewpos": "-1253,-3563,-188,84",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/05_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/05_route_collision.jpg",
      "output": "generated/olive-gap/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/05. Source eye=[-1253.354, -3563.468, -150.068], yaw=83.69, pitch=3.318. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4133de53-a55c-4679-b17a-c443d8160239.png",
      "completed_at": "2026-10-16T12:41:13.756686+00:00"
    },
    {
      "id": "olive-gap/06",
      "route": "olive-gap",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -1236.686,
          -3062.602,
          -231.875
        ],
        "eye": [
          -1236.686,
          -3062.602,
          -193.875
        ],
        "yaw": 47.466,
        "pitch": -0.369,
        "viewpos": "-1237,-3063,-232,47",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/06_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/06_route_collision.jpg",
      "output": "generated/olive-gap/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/06. Source eye=[-1236.686, -3062.602, -193.875], yaw=47.466, pitch=-0.369. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-22fdbe55-b9ea-4fd1-8f2a-88229cfdc509.png",
      "completed_at": "2026-10-16T12:41:48.472787+00:00"
    },
    {
      "id": "olive-gap/07",
      "route": "olive-gap",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -960.49,
          -2710.82,
          -218.338
        ],
        "eye": [
          -960.49,
          -2710.82,
          -180.338
        ],
        "yaw": 54.764,
        "pitch": 4.428,
        "viewpos": "-960,-2711,-218,55",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/07_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/07_route_collision.jpg",
      "output": "generated/olive-gap/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/07. Source eye=[-960.49, -2710.82, -180.338], yaw=54.764, pitch=4.428. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3cc6de9a-8433-4c5f-86a3-41c5e80b515c.png",
      "completed_at": "2026-10-16T12:42:13.088829+00:00"
    },
    {
      "id": "olive-gap/08",
      "route": "olive-gap",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -640.102,
          -2359.289,
          -225.42
        ],
        "eye": [
          -640.102,
          -2359.289,
          -187.42
        ],
        "yaw": 87.724,
        "pitch": 5.563,
        "viewpos": "-640,-2359,-225,88",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/08_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/08_route_collision.jpg",
      "output": "generated/olive-gap/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/08. Source eye=[-640.102, -2359.289, -187.42], yaw=87.724, pitch=5.563. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-99dee85d-d5ed-42a7-acee-712e9523f85a.png",
      "completed_at": "2026-10-16T12:44:13.452642+00:00"
    },
    {
      "id": "olive-gap/09",
      "route": "olive-gap",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -531.652,
          -1881.753,
          -295.875
        ],
        "eye": [
          -531.652,
          -1881.753,
          -257.875
        ],
        "yaw": 111.817,
        "pitch": 0,
        "viewpos": "-532,-1882,-296,112",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/09_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/09_route_collision.jpg",
      "output": "generated/olive-gap/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/09. Source eye=[-531.652, -1881.753, -257.875], yaw=111.817, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b8a3c294-f0bd-4a47-9ea5-2c0cfff925fb.png",
      "completed_at": "2026-10-16T12:44:13.245758+00:00"
    },
    {
      "id": "olive-gap/10",
      "route": "olive-gap",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -735.757,
          -1420.878,
          -295.875
        ],
        "eye": [
          -735.757,
          -1420.878,
          -257.875
        ],
        "yaw": 92.889,
        "pitch": 0,
        "viewpos": "-736,-1421,-296,93",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/10_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/10_route_collision.jpg",
      "output": "generated/olive-gap/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/10. Source eye=[-735.757, -1420.878, -257.875], yaw=92.889, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1bfd8e7b-3e23-42b3-a3a1-0d81faddf90c.png",
      "completed_at": "2026-10-16T12:43:15.241141+00:00"
    },
    {
      "id": "olive-gap/11",
      "route": "olive-gap",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -824.203,
          -926.531,
          -295.875
        ],
        "eye": [
          -824.203,
          -926.531,
          -257.875
        ],
        "yaw": 76.72,
        "pitch": 0,
        "viewpos": "-824,-927,-296,77",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/11_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/11_route_collision.jpg",
      "output": "generated/olive-gap/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/11. Source eye=[-824.203, -926.531, -257.875], yaw=76.72, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2b4207cd-4729-426d-9be4-198af1c64e36.png",
      "completed_at": "2026-10-16T12:45:43.321722+00:00"
    },
    {
      "id": "olive-gap/12",
      "route": "olive-gap",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -710.417,
          -431.538,
          -295.875
        ],
        "eye": [
          -710.417,
          -431.538,
          -257.875
        ],
        "yaw": 82.438,
        "pitch": -2.058,
        "viewpos": "-710,-432,-296,82",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/12_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/12_route_collision.jpg",
      "output": "generated/olive-gap/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/12. Source eye=[-710.417, -431.538, -257.875], yaw=82.438, pitch=-2.058. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9a424fd2-33e1-419e-86f7-88d7f8296592.png",
      "completed_at": "2026-10-16T12:46:11.881271+00:00"
    },
    {
      "id": "olive-gap/13",
      "route": "olive-gap",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -614.302,
          66.843,
          -295.875
        ],
        "eye": [
          -614.302,
          66.843,
          -257.875
        ],
        "yaw": 97.009,
        "pitch": -27.707,
        "viewpos": "-614,67,-296,97",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/13_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/13_route_collision.jpg",
      "output": "generated/olive-gap/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/13. Source eye=[-614.302, 66.843, -257.875], yaw=97.009, pitch=-27.707. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-85a96671-56d5-4dbc-a7b6-990365d33676.png",
      "completed_at": "2026-10-16T12:46:11.934434+00:00"
    },
    {
      "id": "olive-gap/14",
      "route": "olive-gap",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -634.902,
          517.264,
          -123.903
        ],
        "eye": [
          -634.902,
          517.264,
          -85.903
        ],
        "yaw": 119.876,
        "pitch": -22.582,
        "viewpos": "-635,517,-124,120",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/14_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/14_route_collision.jpg",
      "output": "generated/olive-gap/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/14. Source eye=[-634.902, 517.264, -85.903], yaw=119.876, pitch=-22.582. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c02855dc-dfb9-46ba-81ae-d83afb972291.png",
      "completed_at": "2026-10-16T12:43:46.087060+00:00"
    },
    {
      "id": "olive-gap/15",
      "route": "olive-gap",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -775.579,
          909.349,
          158.904
        ],
        "eye": [
          -775.579,
          909.349,
          196.904
        ],
        "yaw": 131.698,
        "pitch": 11.549,
        "viewpos": "-776,909,159,132",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/15_route_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/15_route_collision.jpg",
      "output": "generated/olive-gap/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/15. Source eye=[-775.579, 909.349, 196.904], yaw=131.698, pitch=11.549. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e2dd1782-ae5c-4252-812b-f8e1d77f99f1.png",
      "completed_at": "2026-10-16T12:45:43.177088+00:00"
    },
    {
      "id": "olive-gap/16",
      "route": "olive-gap",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -1262.415,
          -3465.047,
          -210.927
        ],
        "eye": [
          -1262.415,
          -3465.047,
          -172.927
        ],
        "yaw": -84.977,
        "pitch": 0.788,
        "viewpos": "-1262,-3465,-211,-85",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/16_back_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/16_back_collision.jpg",
      "output": "generated/olive-gap/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/16. Source eye=[-1262.415, -3465.047, -172.927], yaw=-84.977, pitch=0.788. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7b48d4f9-2527-4b14-8ef0-34ec2d89c88f.png",
      "completed_at": "2026-10-16T12:48:19.650755+00:00"
    },
    {
      "id": "olive-gap/17",
      "route": "olive-gap",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -530.55,
          -2046.983,
          -295.875
        ],
        "eye": [
          -530.55,
          -2046.983,
          -257.875
        ],
        "yaw": -120.655,
        "pitch": -8.523,
        "viewpos": "-531,-2047,-296,-121",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/17_back_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/17_back_collision.jpg",
      "output": "generated/olive-gap/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/17. Source eye=[-530.55, -2046.983, -257.875], yaw=-120.655, pitch=-8.523. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-426ac384-bad2-476b-8f68-dbc71b000aa2.png",
      "completed_at": "2026-10-16T12:48:49.279637+00:00"
    },
    {
      "id": "olive-gap/18",
      "route": "olive-gap",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -691.326,
          -358.662,
          -295.875
        ],
        "eye": [
          -691.326,
          -358.662,
          -257.875
        ],
        "yaw": -99.953,
        "pitch": 0,
        "viewpos": "-691,-359,-296,-100",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/18_back_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/18_back_collision.jpg",
      "output": "generated/olive-gap/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/18. Source eye=[-691.326, -358.662, -257.875], yaw=-99.953, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b3b03b97-ba3d-48d6-b71b-1f38154151e9.png",
      "completed_at": "2026-10-16T12:48:11.309128+00:00"
    },
    {
      "id": "olive-gap/19",
      "route": "olive-gap",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -860.959,
          1006.331,
          88.125
        ],
        "eye": [
          -860.959,
          1006.331,
          126.125
        ],
        "yaw": -64.282,
        "pitch": 19.041,
        "viewpos": "-861,1006,88,-64",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/19_back_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/19_back_collision.jpg",
      "output": "generated/olive-gap/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/19. Source eye=[-860.959, 1006.331, 126.125], yaw=-64.282, pitch=19.041. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-16e1d7f7-c8a2-4d81-8b51-1ad6d3a99e12.png",
      "completed_at": "2026-10-16T12:47:16.878088+00:00"
    },
    {
      "id": "olive-gap/20",
      "route": "olive-gap",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -992,
          -3040,
          186
        ],
        "eye": [
          -992,
          -3040,
          224
        ],
        "yaw": -172.191,
        "pitch": 35,
        "viewpos": "-992,-3040,186,-172",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/olive-gap/shots/20_overview_greybox.jpg",
      "collision": "blockouts/olive-gap/shots/20_overview_collision.jpg",
      "output": "generated/olive-gap/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: olive-gap/20. Source eye=[-992, -3040, 224], yaw=-172.191, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/olive-gap/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3f3d1a84-c868-43b1-ab00-50ff0d3ac8a2.png",
      "completed_at": "2026-10-16T12:46:41.300878+00:00"
    },
    {
      "id": "salmon-slide/01",
      "route": "salmon-slide",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -1246.016,
          1155.419,
          88.125
        ],
        "eye": [
          -1246.016,
          1155.419,
          126.125
        ],
        "yaw": -145.013,
        "pitch": 21.712,
        "viewpos": "-1246,1155,88,-145",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/01_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/01_route_collision.jpg",
      "output": "generated/salmon-slide/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/01. Source eye=[-1246.016, 1155.419, 126.125], yaw=-145.013, pitch=21.712. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8dac1cdb-b5f7-4bcd-8d85-fa9b6a207af9.png",
      "completed_at": "2026-10-16T12:50:05.489391+00:00"
    },
    {
      "id": "salmon-slide/02",
      "route": "salmon-slide",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -1589.643,
          973.054,
          71.997
        ],
        "eye": [
          -1589.643,
          973.054,
          109.997
        ],
        "yaw": -117.79,
        "pitch": 30.926,
        "viewpos": "-1590,973,72,-118",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/02_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/02_route_collision.jpg",
      "output": "generated/salmon-slide/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/02. Source eye=[-1589.643, 973.054, 109.997], yaw=-117.79, pitch=30.926. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-edf95def-491c-4aca-aa54-bf9944e92a39.png",
      "completed_at": "2026-10-16T12:52:10.440640+00:00"
    },
    {
      "id": "salmon-slide/03",
      "route": "salmon-slide",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -1795.272,
          747.019,
          -208.888
        ],
        "eye": [
          -1795.272,
          747.019,
          -170.888
        ],
        "yaw": -89.828,
        "pitch": 6.865,
        "viewpos": "-1795,747,-209,-90",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/03_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/03_route_collision.jpg",
      "output": "generated/salmon-slide/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/03. Source eye=[-1795.272, 747.019, -170.888], yaw=-89.828, pitch=6.865. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0ed3f24c-b7df-43d4-8506-9b50deab9589.png",
      "completed_at": "2026-10-16T12:49:32.744684+00:00"
    },
    {
      "id": "salmon-slide/04",
      "route": "salmon-slide",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -1875.292,
          363.247,
          -295.875
        ],
        "eye": [
          -1875.292,
          363.247,
          -257.875
        ],
        "yaw": -71.23,
        "pitch": 0,
        "viewpos": "-1875,363,-296,-71",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/04_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/04_route_collision.jpg",
      "output": "generated/salmon-slide/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/04. Source eye=[-1875.292, 363.247, -257.875], yaw=-71.23, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c9647564-2560-426c-8770-6b26cf8b6d00.png",
      "completed_at": "2026-10-16T12:47:16.926367+00:00"
    },
    {
      "id": "salmon-slide/05",
      "route": "salmon-slide",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -1764.523,
          -35.629,
          -295.875
        ],
        "eye": [
          -1764.523,
          -35.629,
          -257.875
        ],
        "yaw": -75.852,
        "pitch": 0,
        "viewpos": "-1765,-36,-296,-76",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/05_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/05_route_collision.jpg",
      "output": "generated/salmon-slide/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/05. Source eye=[-1764.523, -35.629, -257.875], yaw=-75.852, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e6d12bb9-aebe-4d41-9e10-0cbc0c1d9f9e.png",
      "completed_at": "2026-10-16T12:48:19.594541+00:00"
    },
    {
      "id": "salmon-slide/06",
      "route": "salmon-slide",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -1614.982,
          -423.425,
          -295.875
        ],
        "eye": [
          -1614.982,
          -423.425,
          -257.875
        ],
        "yaw": -92.987,
        "pitch": 0,
        "viewpos": "-1615,-423,-296,-93",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/06_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/06_route_collision.jpg",
      "output": "generated/salmon-slide/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/06. Source eye=[-1614.982, -423.425, -257.875], yaw=-92.987, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d8fab753-985e-41a9-9d9e-ed1d1cbfe6e2.png",
      "completed_at": "2026-10-16T12:50:05.438831+00:00"
    },
    {
      "id": "salmon-slide/07",
      "route": "salmon-slide",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -1582.353,
          -838.04,
          -295.875
        ],
        "eye": [
          -1582.353,
          -838.04,
          -257.875
        ],
        "yaw": -105.383,
        "pitch": 0,
        "viewpos": "-1582,-838,-296,-105",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/07_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/07_route_collision.jpg",
      "output": "generated/salmon-slide/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/07. Source eye=[-1582.353, -838.04, -257.875], yaw=-105.383, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0998b301-4086-44cd-a228-750dca14a593.png",
      "completed_at": "2026-10-16T12:52:44.708390+00:00"
    },
    {
      "id": "salmon-slide/08",
      "route": "salmon-slide",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -1675.815,
          -1243.382,
          -295.875
        ],
        "eye": [
          -1675.815,
          -1243.382,
          -257.875
        ],
        "yaw": -104.521,
        "pitch": -0.205,
        "viewpos": "-1676,-1243,-296,-105",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/08_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/08_route_collision.jpg",
      "output": "generated/salmon-slide/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/08. Source eye=[-1675.815, -1243.382, -257.875], yaw=-104.521, pitch=-0.205. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a74eb6b1-3718-4547-baba-6c363eca72cd.png",
      "completed_at": "2026-10-16T12:52:44.611787+00:00"
    },
    {
      "id": "salmon-slide/09",
      "route": "salmon-slide",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -1803.696,
          -1640.511,
          -295.875
        ],
        "eye": [
          -1803.696,
          -1640.511,
          -257.875
        ],
        "yaw": -97.652,
        "pitch": -3.434,
        "viewpos": "-1804,-1641,-296,-98",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/09_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/09_route_collision.jpg",
      "output": "generated/salmon-slide/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/09. Source eye=[-1803.696, -1640.511, -257.875], yaw=-97.652, pitch=-3.434. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3c8ada93-4002-4b3c-a195-7683f4dd635f.png",
      "completed_at": "2026-10-16T12:52:44.661588+00:00"
    },
    {
      "id": "salmon-slide/10",
      "route": "salmon-slide",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -1875.154,
          -2050.555,
          -285.566
        ],
        "eye": [
          -1875.154,
          -2050.555,
          -247.566
        ],
        "yaw": -93.777,
        "pitch": -1.71,
        "viewpos": "-1875,-2051,-286,-94",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/10_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/10_route_collision.jpg",
      "output": "generated/salmon-slide/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/10. Source eye=[-1875.154, -2050.555, -247.566], yaw=-93.777, pitch=-1.71. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5447d26b-8366-40ee-9d48-5dca1dd38901.png",
      "completed_at": "2026-10-16T12:53:52.561012+00:00"
    },
    {
      "id": "salmon-slide/11",
      "route": "salmon-slide",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -1909.851,
          -2464.284,
          -248.113
        ],
        "eye": [
          -1909.851,
          -2464.284,
          -210.113
        ],
        "yaw": -91.147,
        "pitch": -4.245,
        "viewpos": "-1910,-2464,-248,-91",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/11_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/11_route_collision.jpg",
      "output": "generated/salmon-slide/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/11. Source eye=[-1909.851, -2464.284, -210.113], yaw=-91.147, pitch=-4.245. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-02c548e1-51fb-4f7f-a284-29325ce0c1bd.png",
      "completed_at": "2026-10-16T12:50:04.479039+00:00"
    },
    {
      "id": "salmon-slide/12",
      "route": "salmon-slide",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -1926.559,
          -2880.272,
          -269.856
        ],
        "eye": [
          -1926.559,
          -2880.272,
          -231.856
        ],
        "yaw": -88.272,
        "pitch": -13.496,
        "viewpos": "-1927,-2880,-270,-88",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/12_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/12_route_collision.jpg",
      "output": "generated/salmon-slide/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/12. Source eye=[-1926.559, -2880.272, -231.856], yaw=-88.272, pitch=-13.496. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-740d8900-2040-4a12-9786-d7aedd789883.png",
      "completed_at": "2026-10-16T12:52:44.761345+00:00"
    },
    {
      "id": "salmon-slide/13",
      "route": "salmon-slide",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -1923.623,
          -3281.912,
          -171.761
        ],
        "eye": [
          -1923.623,
          -3281.912,
          -133.761
        ],
        "yaw": -84.313,
        "pitch": -9.163,
        "viewpos": "-1924,-3282,-172,-84",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/13_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/13_route_collision.jpg",
      "output": "generated/salmon-slide/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/13. Source eye=[-1923.623, -3281.912, -133.761], yaw=-84.313, pitch=-9.163. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-079ed023-da4c-4a1b-af7d-78e59432025c.png",
      "completed_at": "2026-10-16T12:54:27.606283+00:00"
    },
    {
      "id": "salmon-slide/14",
      "route": "salmon-slide",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -1897.978,
          -3688.006,
          -81.725
        ],
        "eye": [
          -1897.978,
          -3688.006,
          -43.725
        ],
        "yaw": -48.668,
        "pitch": -23.844,
        "viewpos": "-1898,-3688,-82,-49",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/14_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/14_route_collision.jpg",
      "output": "generated/salmon-slide/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/14. Source eye=[-1897.978, -3688.006, -43.725], yaw=-48.668, pitch=-23.844. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e2305abe-04fc-416b-abc6-e69f3ba7b101.png",
      "completed_at": "2026-10-16T12:53:23.467900+00:00"
    },
    {
      "id": "salmon-slide/15",
      "route": "salmon-slide",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -1825.975,
          -4072.416,
          -3.883
        ],
        "eye": [
          -1825.975,
          -4072.416,
          34.117
        ],
        "yaw": -1.444,
        "pitch": -12.507,
        "viewpos": "-1826,-4072,-4,-1",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/15_route_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/15_route_collision.jpg",
      "output": "generated/salmon-slide/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/15. Source eye=[-1825.975, -4072.416, 34.117], yaw=-1.444, pitch=-12.507. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-36cf3379-56d9-4cf2-a6ad-2dfb0145df0d.png",
      "completed_at": "2026-10-16T12:54:27.845435+00:00"
    },
    {
      "id": "salmon-slide/16",
      "route": "salmon-slide",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -1726.955,
          -110.157,
          -295.875
        ],
        "eye": [
          -1726.955,
          -110.157,
          -257.875
        ],
        "yaw": 99.395,
        "pitch": -1.893,
        "viewpos": "-1727,-110,-296,99",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/16_back_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/16_back_collision.jpg",
      "output": "generated/salmon-slide/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/16. Source eye=[-1726.955, -110.157, -257.875], yaw=99.395, pitch=-1.893. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b34414ff-8dd1-4adb-a1bd-492f96b303e1.png",
      "completed_at": "2026-10-16T12:55:59.424026+00:00"
    },
    {
      "id": "salmon-slide/17",
      "route": "salmon-slide",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -1765.554,
          -1509.965,
          -295.875
        ],
        "eye": [
          -1765.554,
          -1509.965,
          -257.875
        ],
        "yaw": 75.87,
        "pitch": 0,
        "viewpos": "-1766,-1510,-296,76",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/17_back_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/17_back_collision.jpg",
      "output": "generated/salmon-slide/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/17. Source eye=[-1765.554, -1509.965, -257.875], yaw=75.87, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f561c52c-7658-42e8-a813-c541515ceb45.png",
      "completed_at": "2026-10-16T12:55:00.091788+00:00"
    },
    {
      "id": "salmon-slide/18",
      "route": "salmon-slide",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -1927.02,
          -2941.742,
          -270.641
        ],
        "eye": [
          -1927.02,
          -2941.742,
          -232.641
        ],
        "yaw": 87.082,
        "pitch": -0.26,
        "viewpos": "-1927,-2942,-271,87",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/18_back_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/18_back_collision.jpg",
      "output": "generated/salmon-slide/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/18. Source eye=[-1927.02, -2941.742, -232.641], yaw=87.082, pitch=-0.26. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-722392f0-5b51-48fd-88e8-e2dc32c381e0.png",
      "completed_at": "2026-10-16T12:56:50.169135+00:00"
    },
    {
      "id": "salmon-slide/19",
      "route": "salmon-slide",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -1639.095,
          -4080.875,
          164.536
        ],
        "eye": [
          -1639.095,
          -4080.875,
          202.536
        ],
        "yaw": 118.983,
        "pitch": 25.311,
        "viewpos": "-1639,-4081,165,119",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/19_back_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/19_back_collision.jpg",
      "output": "generated/salmon-slide/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/19. Source eye=[-1639.095, -4080.875, 202.536], yaw=118.983, pitch=25.311. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-44646046-a7ea-452b-99b5-4d9074972764.png",
      "completed_at": "2026-10-16T12:55:47.290161+00:00"
    },
    {
      "id": "salmon-slide/20",
      "route": "salmon-slide",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -1376,
          1184,
          186
        ],
        "eye": [
          -1376,
          1184,
          224
        ],
        "yaw": -98.57,
        "pitch": 17.829,
        "viewpos": "-1376,1184,186,-99",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/salmon-slide/shots/20_overview_greybox.jpg",
      "collision": "blockouts/salmon-slide/shots/20_overview_collision.jpg",
      "output": "generated/salmon-slide/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: salmon-slide/20. Source eye=[-1376, 1184, 224], yaw=-98.57, pitch=17.829. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/salmon-slide/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3dbde59b-2eef-45d3-b6a9-922e57d80221.png",
      "completed_at": "2026-10-16T12:56:19.450937+00:00"
    },
    {
      "id": "aqua-bowl/01",
      "route": "aqua-bowl",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -2577.365,
          -3416.778,
          36.863
        ],
        "eye": [
          -2577.365,
          -3416.778,
          74.863
        ],
        "yaw": 103.608,
        "pitch": 35,
        "viewpos": "-2577,-3417,37,104",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/01_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/01_route_collision.jpg",
      "output": "generated/aqua-bowl/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/01. Source eye=[-2577.365, -3416.778, 74.863], yaw=103.608, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bc0ff36f-caef-4653-81bc-88c620fb2f29.png",
      "completed_at": "2026-10-16T12:58:33.141889+00:00"
    },
    {
      "id": "aqua-bowl/02",
      "route": "aqua-bowl",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -2581.811,
          -3352.513,
          -283.454
        ],
        "eye": [
          -2581.811,
          -3352.513,
          -245.454
        ],
        "yaw": 132.631,
        "pitch": 35,
        "viewpos": "-2582,-3353,-283,133",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/02_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/02_route_collision.jpg",
      "output": "generated/aqua-bowl/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/02. Source eye=[-2581.811, -3352.513, -245.454], yaw=132.631, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-830e834a-adac-4662-8f5b-9e75f687dd5e.png",
      "completed_at": "2026-10-16T12:58:54.834482+00:00"
    },
    {
      "id": "aqua-bowl/03",
      "route": "aqua-bowl",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -2603.122,
          -3266.301,
          -598.259
        ],
        "eye": [
          -2603.122,
          -3266.301,
          -560.259
        ],
        "yaw": 166.101,
        "pitch": 6.724,
        "viewpos": "-2603,-3266,-598,166",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/03_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/03_route_collision.jpg",
      "output": "generated/aqua-bowl/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/03. Source eye=[-2603.122, -3266.301, -560.259], yaw=166.101, pitch=6.724. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-babc6b5a-87f3-45dd-9f62-73cfd6df23b8.png",
      "completed_at": "2026-10-16T12:55:00.141069+00:00"
    },
    {
      "id": "aqua-bowl/04",
      "route": "aqua-bowl",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -2773.274,
          -3049.374,
          -679.875
        ],
        "eye": [
          -2773.274,
          -3049.374,
          -641.875
        ],
        "yaw": -161.571,
        "pitch": -8.474,
        "viewpos": "-2773,-3049,-680,-162",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/04_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/04_route_collision.jpg",
      "output": "generated/aqua-bowl/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/04. Source eye=[-2773.274, -3049.374, -641.875], yaw=-161.571, pitch=-8.474. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6e4e7bcb-1866-45a3-bec5-ccf6577bb9cf.png",
      "completed_at": "2026-10-16T12:55:59.475373+00:00"
    },
    {
      "id": "aqua-bowl/05",
      "route": "aqua-bowl",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -3090.348,
          -3069.413,
          -679.875
        ],
        "eye": [
          -3090.348,
          -3069.413,
          -641.875
        ],
        "yaw": -135.025,
        "pitch": -26.767,
        "viewpos": "-3090,-3069,-680,-135",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/05_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/05_route_collision.jpg",
      "output": "generated/aqua-bowl/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/05. Source eye=[-3090.348, -3069.413, -641.875], yaw=-135.025, pitch=-26.767. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ad2bd5bd-bf58-4ae0-961d-8f61db0f1eb1.png",
      "completed_at": "2026-10-16T12:56:50.217283+00:00"
    },
    {
      "id": "aqua-bowl/06",
      "route": "aqua-bowl",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -3371.176,
          -3223.6,
          -625.177
        ],
        "eye": [
          -3371.176,
          -3223.6,
          -587.177
        ],
        "yaw": -85.076,
        "pitch": -23.674,
        "viewpos": "-3371,-3224,-625,-85",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/06_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/06_route_collision.jpg",
      "output": "generated/aqua-bowl/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/06. Source eye=[-3371.176, -3223.6, -587.177], yaw=-85.076, pitch=-23.674. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c6dcab2d-49c3-4c3c-b06a-3eb6ab26dbd2.png",
      "completed_at": "2026-10-16T12:57:19.859106+00:00"
    },
    {
      "id": "aqua-bowl/07",
      "route": "aqua-bowl",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -3531.754,
          -3417.538,
          -436.34
        ],
        "eye": [
          -3531.754,
          -3417.538,
          -398.34
        ],
        "yaw": -30.882,
        "pitch": 14.203,
        "viewpos": "-3532,-3418,-436,-31",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/07_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/07_route_collision.jpg",
      "output": "generated/aqua-bowl/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/07. Source eye=[-3531.754, -3417.538, -398.34], yaw=-30.882, pitch=14.203. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-32570504-5f56-4322-ad16-97ece983b7a3.png",
      "completed_at": "2026-10-16T12:57:54.588425+00:00"
    },
    {
      "id": "aqua-bowl/08",
      "route": "aqua-bowl",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -3414.545,
          -3676.812,
          -353.456
        ],
        "eye": [
          -3414.545,
          -3676.812,
          -315.456
        ],
        "yaw": 22.391,
        "pitch": 28.368,
        "viewpos": "-3415,-3677,-353,22",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/08_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/08_route_collision.jpg",
      "output": "generated/aqua-bowl/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/08. Source eye=[-3414.545, -3676.812, -315.456], yaw=22.391, pitch=28.368. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a82235aa-72d9-4bd0-aca3-fe50dc006ce5.png",
      "completed_at": "2026-10-16T12:58:55.096977+00:00"
    },
    {
      "id": "aqua-bowl/09",
      "route": "aqua-bowl",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -3150.41,
          -3737.341,
          -519.059
        ],
        "eye": [
          -3150.41,
          -3737.341,
          -481.059
        ],
        "yaw": 60.021,
        "pitch": 13.082,
        "viewpos": "-3150,-3737,-519,60",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/09_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/09_route_collision.jpg",
      "output": "generated/aqua-bowl/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/09. Source eye=[-3150.41, -3737.341, -481.059], yaw=60.021, pitch=13.082. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-78eceafa-c597-4284-a405-c422414802fc.png",
      "completed_at": "2026-10-16T13:00:28.560727+00:00"
    },
    {
      "id": "aqua-bowl/10",
      "route": "aqua-bowl",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -2927.806,
          -3554.052,
          -653.522
        ],
        "eye": [
          -2927.806,
          -3554.052,
          -615.522
        ],
        "yaw": 80.035,
        "pitch": 1.007,
        "viewpos": "-2928,-3554,-654,80",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/10_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/10_route_collision.jpg",
      "output": "generated/aqua-bowl/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/10. Source eye=[-2927.806, -3554.052, -615.522], yaw=80.035, pitch=1.007. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-490f6966-1400-426e-991a-545c50fbe106.png",
      "completed_at": "2026-10-16T13:00:28.511830+00:00"
    },
    {
      "id": "aqua-bowl/11",
      "route": "aqua-bowl",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -2815.771,
          -3250.856,
          -679.875
        ],
        "eye": [
          -2815.771,
          -3250.856,
          -641.875
        ],
        "yaw": 83.384,
        "pitch": -10.535,
        "viewpos": "-2816,-3251,-680,83",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/11_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/11_route_collision.jpg",
      "output": "generated/aqua-bowl/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/11. Source eye=[-2815.771, -3250.856, -641.875], yaw=83.384, pitch=-10.535. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6ba350e3-ea4b-46bd-b028-967941fbc9f4.png",
      "completed_at": "2026-10-16T13:00:59.793436+00:00"
    },
    {
      "id": "aqua-bowl/12",
      "route": "aqua-bowl",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -2800.451,
          -2924.297,
          -679.875
        ],
        "eye": [
          -2800.451,
          -2924.297,
          -641.875
        ],
        "yaw": 70.472,
        "pitch": -35,
        "viewpos": "-2800,-2924,-680,70",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/12_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/12_route_collision.jpg",
      "output": "generated/aqua-bowl/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/12. Source eye=[-2800.451, -2924.297, -641.875], yaw=70.472, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-40e0e2dd-a7dc-48c7-a868-6bb35c374c1d.png",
      "completed_at": "2026-10-16T13:00:59.848999+00:00"
    },
    {
      "id": "aqua-bowl/13",
      "route": "aqua-bowl",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -2763.273,
          -2613.395,
          -607.535
        ],
        "eye": [
          -2763.273,
          -2613.395,
          -569.535
        ],
        "yaw": 32.084,
        "pitch": -35,
        "viewpos": "-2763,-2613,-608,32",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/13_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/13_route_collision.jpg",
      "output": "generated/aqua-bowl/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/13. Source eye=[-2763.273, -2613.395, -569.535], yaw=32.084, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-33d0a93b-b6f9-48f1-874e-88bb71af4a93.png",
      "completed_at": "2026-10-16T12:58:25.748422+00:00"
    },
    {
      "id": "aqua-bowl/14",
      "route": "aqua-bowl",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -2665.998,
          -2438.283,
          -362.268
        ],
        "eye": [
          -2665.998,
          -2438.283,
          -324.268
        ],
        "yaw": 23.83,
        "pitch": -35,
        "viewpos": "-2666,-2438,-362,24",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/14_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/14_route_collision.jpg",
      "output": "generated/aqua-bowl/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/14. Source eye=[-2665.998, -2438.283, -324.268], yaw=23.83, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c9ad71ec-8438-4336-b273-a92c257760b6.png",
      "completed_at": "2026-10-16T12:59:57.514624+00:00"
    },
    {
      "id": "aqua-bowl/15",
      "route": "aqua-bowl",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -2491.417,
          -2437.265,
          -103.107
        ],
        "eye": [
          -2491.417,
          -2437.265,
          -65.107
        ],
        "yaw": 37.967,
        "pitch": -24.057,
        "viewpos": "-2491,-2437,-103,38",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/15_route_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/15_route_collision.jpg",
      "output": "generated/aqua-bowl/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/15. Source eye=[-2491.417, -2437.265, -65.107], yaw=37.967, pitch=-24.057. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c44f4a5e-e81d-450c-a112-ecec93a425f3.png",
      "completed_at": "2026-10-16T13:01:00.038877+00:00"
    },
    {
      "id": "aqua-bowl/16",
      "route": "aqua-bowl",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -3149.052,
          -3097.787,
          -674.937
        ],
        "eye": [
          -3149.052,
          -3097.787,
          -636.937
        ],
        "yaw": -18.393,
        "pitch": -11.908,
        "viewpos": "-3149,-3098,-675,-18",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/16_back_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/16_back_collision.jpg",
      "output": "generated/aqua-bowl/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/16. Source eye=[-3149.052, -3097.787, -636.937], yaw=-18.393, pitch=-11.908. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-cb3c6da9-19ba-490f-86f6-bff7de0296ed.png",
      "completed_at": "2026-10-16T13:01:32.300064+00:00"
    },
    {
      "id": "aqua-bowl/17",
      "route": "aqua-bowl",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -3237.291,
          -3742.941,
          -457.776
        ],
        "eye": [
          -3237.291,
          -3742.941,
          -419.776
        ],
        "yaw": 114.564,
        "pitch": 12.889,
        "viewpos": "-3237,-3743,-458,115",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/17_back_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/17_back_collision.jpg",
      "output": "generated/aqua-bowl/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/17. Source eye=[-3237.291, -3742.941, -419.776], yaw=114.564, pitch=12.889. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-02d44711-a16b-469d-93d8-cebf341fb1f5.png",
      "completed_at": "2026-10-16T13:03:37.721160+00:00"
    },
    {
      "id": "aqua-bowl/18",
      "route": "aqua-bowl",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -2799.917,
          -2876.103,
          -675.478
        ],
        "eye": [
          -2799.917,
          -2876.103,
          -637.478
        ],
        "yaw": -102.64,
        "pitch": -3.057,
        "viewpos": "-2800,-2876,-675,-103",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/18_back_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/18_back_collision.jpg",
      "output": "generated/aqua-bowl/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/18. Source eye=[-2799.917, -2876.103, -637.478], yaw=-102.64, pitch=-3.057. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9b1c1354-b00a-4308-a0f8-3c9d6273036a.png",
      "completed_at": "2026-10-16T13:04:09.484920+00:00"
    },
    {
      "id": "aqua-bowl/19",
      "route": "aqua-bowl",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -2326.557,
          -2334.574,
          -62.298
        ],
        "eye": [
          -2326.557,
          -2334.574,
          -24.298
        ],
        "yaw": -153.308,
        "pitch": 35,
        "viewpos": "-2327,-2335,-62,-153",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/19_back_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/19_back_collision.jpg",
      "output": "generated/aqua-bowl/19_back_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit the supplied exact greybox image into the Golden Reverie dreamspace style. Preserve the source camera, framing, every surface boundary, proportions, bowl curvature, small sphere and thin vertical pole exactly. CRITICAL: the cyan/teal curved band along the near and right outer edge of the bowl is a FLAT TRANSPARENT GLASS SURFACE at the same height as the adjacent standing platform. It is NOT an opaque gold rim, raised curb, railing, metallic strip or solid lip. Keep this band FLAT and visibly SEE-THROUGH, showing the existing bowl/structure beneath it through clear neutral glass with only a restrained warm edge response. Do not tint it opaque gold, thicken it or create a projecting border. The adjacent grey standing platform stays flat and matte, the large curved bowl stays a solid riding surface with the same exact profile. Existing walls and ceiling remain present, no new openings. Materials: opaque pearl satin ceramic-composite boundaries, pale champagne solid photonic glass-ceramic on the opaque slick bowl, luminous cream with gentle STATIC gold radiance and broad satin reflections; dry matte porcelain-composite standing ground. Only the actual transparent band uses clear structural glass. Lighting: clear golden-hour pools over light ambient fill and lavender-grey shadows. Pristine featherlight dreamworld, achievable game rendering. No fog, haze, bloom veil, text, arrows, NPCs, props, machinery, animated effects, new architecture, new skies or raised trims. Exactly one full-frame 16:9 image, no crop, no board. The existing source transparency and geometry do not change.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-baaa86bf-45f3-4301-bf44-68a2c2e63cfd.png",
      "completed_at": "2026-10-16T13:19:28.679335+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/aqua-bowl/19_back_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/19. Source eye=[-2326.557, -2334.574, -24.298], yaw=-153.308, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d6e438d8-4a5b-4389-b8cb-b4db23c11188.png",
          "reason": "Restored the flat transparent edge band and removed the opaque raised rim."
        }
      ]
    },
    {
      "id": "aqua-bowl/20",
      "route": "aqua-bowl",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -2624,
          -3520,
          186
        ],
        "eye": [
          -2624,
          -3520,
          224
        ],
        "yaw": 157.983,
        "pitch": 35,
        "viewpos": "-2624,-3520,186,158",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/aqua-bowl/shots/20_overview_greybox.jpg",
      "collision": "blockouts/aqua-bowl/shots/20_overview_collision.jpg",
      "output": "generated/aqua-bowl/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: aqua-bowl/20. Source eye=[-2624, -3520, 224], yaw=157.983, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/aqua-bowl/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6a7adc23-a465-40e4-addd-1e4fb20493b5.png",
      "completed_at": "2026-10-16T13:04:43.201164+00:00"
    },
    {
      "id": "purple-speedway/01",
      "route": "purple-speedway",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -2436.782,
          -2131.371,
          24.725
        ],
        "eye": [
          -2436.782,
          -2131.371,
          62.725
        ],
        "yaw": 135.325,
        "pitch": 0.037,
        "viewpos": "-2437,-2131,25,135",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/01_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/01_route_collision.jpg",
      "output": "generated/purple-speedway/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/01. Source eye=[-2436.782, -2131.371, 62.725], yaw=135.325, pitch=0.037. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4ff78b33-9fb8-4e88-b6ce-d745803e943d.png",
      "completed_at": "2026-10-16T13:03:08.347746+00:00"
    },
    {
      "id": "purple-speedway/02",
      "route": "purple-speedway",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -2751.51,
          -1881.731,
          24.251
        ],
        "eye": [
          -2751.51,
          -1881.731,
          62.251
        ],
        "yaw": 144.354,
        "pitch": 0,
        "viewpos": "-2752,-1882,24,144",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/02_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/02_route_collision.jpg",
      "output": "generated/purple-speedway/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/02. Source eye=[-2751.51, -1881.731, 62.251], yaw=144.354, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b3ae2698-5798-44cc-b686-2ed32b4abdde.png",
      "completed_at": "2026-10-16T13:04:09.529123+00:00"
    },
    {
      "id": "purple-speedway/03",
      "route": "purple-speedway",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -3023.999,
          -1566.963,
          24.251
        ],
        "eye": [
          -3023.999,
          -1566.963,
          62.251
        ],
        "yaw": 173.894,
        "pitch": 0,
        "viewpos": "-3024,-1567,24,174",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/03_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/03_route_collision.jpg",
      "output": "generated/purple-speedway/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/03. Source eye=[-3023.999, -1566.963, 62.251], yaw=173.894, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3ef244ca-057e-4218-936d-e355a3b0a3f6.png",
      "completed_at": "2026-10-16T13:03:37.789684+00:00"
    },
    {
      "id": "purple-speedway/04",
      "route": "purple-speedway",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -3422.392,
          -1447.702,
          24.251
        ],
        "eye": [
          -3422.392,
          -1447.702,
          62.251
        ],
        "yaw": -174.465,
        "pitch": 0,
        "viewpos": "-3422,-1448,24,-174",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/04_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/04_route_collision.jpg",
      "output": "generated/purple-speedway/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/04. Source eye=[-3422.392, -1447.702, 62.251], yaw=-174.465, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5ec40406-58bf-44db-93fa-0b1d09b894e5.png",
      "completed_at": "2026-10-16T13:04:09.435663+00:00"
    },
    {
      "id": "purple-speedway/05",
      "route": "purple-speedway",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -3839.011,
          -1500.953,
          24.251
        ],
        "eye": [
          -3839.011,
          -1500.953,
          62.251
        ],
        "yaw": 178.87,
        "pitch": -3.561,
        "viewpos": "-3839,-1501,24,179",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/05_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/05_route_collision.jpg",
      "output": "generated/purple-speedway/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/05. Source eye=[-3839.011, -1500.953, 62.251], yaw=178.87, pitch=-3.561. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c1ea0496-611b-40fa-ba1e-865344c2a937.png",
      "completed_at": "2026-10-16T13:06:09.402328+00:00"
    },
    {
      "id": "purple-speedway/06",
      "route": "purple-speedway",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -4257.658,
          -1516.984,
          33.945
        ],
        "eye": [
          -4257.658,
          -1516.984,
          71.945
        ],
        "yaw": 173.505,
        "pitch": -1.71,
        "viewpos": "-4258,-1517,34,174",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/06_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/06_route_collision.jpg",
      "output": "generated/purple-speedway/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/06. Source eye=[-4257.658, -1516.984, 71.945], yaw=173.505, pitch=-1.71. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a9354204-2edf-4dbb-9388-2fd2ec9f6b7e.png",
      "completed_at": "2026-10-16T13:04:44.100390+00:00"
    },
    {
      "id": "purple-speedway/07",
      "route": "purple-speedway",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -4674.11,
          -1476.129,
          72.455
        ],
        "eye": [
          -4674.11,
          -1476.129,
          110.455
        ],
        "yaw": -177.254,
        "pitch": -1.823,
        "viewpos": "-4674,-1476,72,-177",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/07_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/07_route_collision.jpg",
      "output": "generated/purple-speedway/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/07. Source eye=[-4674.11, -1476.129, 110.455], yaw=-177.254, pitch=-1.823. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-80ef4b1b-e674-47a9-9139-f7fa7eefa3ab.png",
      "completed_at": "2026-10-16T13:06:09.350960+00:00"
    },
    {
      "id": "purple-speedway/08",
      "route": "purple-speedway",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -5088.02,
          -1440.818,
          68.252
        ],
        "eye": [
          -5088.02,
          -1440.818,
          106.252
        ],
        "yaw": -165.499,
        "pitch": 0.681,
        "viewpos": "-5088,-1441,68,-165",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/08_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/08_route_collision.jpg",
      "output": "generated/purple-speedway/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/08. Source eye=[-5088.02, -1440.818, 106.252], yaw=-165.499, pitch=0.681. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6150402e-5fea-40ee-a3d6-1d1535982e53.png",
      "completed_at": "2026-10-16T13:07:10.539500+00:00"
    },
    {
      "id": "purple-speedway/09",
      "route": "purple-speedway",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -5497.554,
          -1530.892,
          95.444
        ],
        "eye": [
          -5497.554,
          -1530.892,
          133.444
        ],
        "yaw": -163.719,
        "pitch": 5.347,
        "viewpos": "-5498,-1531,95,-164",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/09_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/09_route_collision.jpg",
      "output": "generated/purple-speedway/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/09. Source eye=[-5497.554, -1530.892, 133.444], yaw=-163.719, pitch=5.347. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-cf5ad0f0-384d-4b84-b1ae-02b9d0f09367.png",
      "completed_at": "2026-10-16T13:07:10.646044+00:00"
    },
    {
      "id": "purple-speedway/10",
      "route": "purple-speedway",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -5896.024,
          -1655.07,
          45.039
        ],
        "eye": [
          -5896.024,
          -1655.07,
          83.039
        ],
        "yaw": -171.311,
        "pitch": 1.542,
        "viewpos": "-5896,-1655,45,-171",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/10_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/10_route_collision.jpg",
      "output": "generated/purple-speedway/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/10. Source eye=[-5896.024, -1655.07, 83.039], yaw=-171.311, pitch=1.542. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7d4b85d3-507a-4f70-bde2-cb68d408bdd5.png",
      "completed_at": "2026-10-16T13:07:10.590927+00:00"
    },
    {
      "id": "purple-speedway/11",
      "route": "purple-speedway",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -6302.064,
          -1756.218,
          24.125
        ],
        "eye": [
          -6302.064,
          -1756.218,
          62.125
        ],
        "yaw": 178.35,
        "pitch": -3.449,
        "viewpos": "-6302,-1756,24,178",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/11_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/11_route_collision.jpg",
      "output": "generated/purple-speedway/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/11. Source eye=[-6302.064, -1756.218, 62.125], yaw=178.35, pitch=-3.449. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d98e2e70-68a1-4b93-82be-d8a14316d3b0.png",
      "completed_at": "2026-10-16T13:07:49.980354+00:00"
    },
    {
      "id": "purple-speedway/12",
      "route": "purple-speedway",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -6721.422,
          -1765.53,
          34.039
        ],
        "eye": [
          -6721.422,
          -1765.53,
          72.039
        ],
        "yaw": 172.855,
        "pitch": -1.693,
        "viewpos": "-6721,-1766,34,173",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/12_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/12_route_collision.jpg",
      "output": "generated/purple-speedway/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/12. Source eye=[-6721.422, -1765.53, 72.039], yaw=172.855, pitch=-1.693. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2fd5b739-fed6-4ae5-acd1-075286dfa8b2.png",
      "completed_at": "2026-10-16T13:07:50.034085+00:00"
    },
    {
      "id": "purple-speedway/13",
      "route": "purple-speedway",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -7138.264,
          -1725.153,
          72.279
        ],
        "eye": [
          -7138.264,
          -1725.153,
          110.279
        ],
        "yaw": 170.739,
        "pitch": 1.5,
        "viewpos": "-7138,-1725,72,171",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/13_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/13_route_collision.jpg",
      "output": "generated/purple-speedway/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/13. Source eye=[-7138.264, -1725.153, 110.279], yaw=170.739, pitch=1.5. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-29fbc46f-200b-489e-bbeb-a5e33a3448f9.png",
      "completed_at": "2026-10-16T13:08:34.277964+00:00"
    },
    {
      "id": "purple-speedway/14",
      "route": "purple-speedway",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -7552.645,
          -1657.215,
          48.113
        ],
        "eye": [
          -7552.645,
          -1657.215,
          86.113
        ],
        "yaw": -179.129,
        "pitch": -0.821,
        "viewpos": "-7553,-1657,48,-179",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/14_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/14_route_collision.jpg",
      "output": "generated/purple-speedway/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/14. Source eye=[-7552.645, -1657.215, 86.113], yaw=-179.129, pitch=-0.821. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0e876dd2-e3d3-4962-b875-8bc777c62aae.png",
      "completed_at": "2026-10-16T13:10:12.553592+00:00"
    },
    {
      "id": "purple-speedway/15",
      "route": "purple-speedway",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -7964.181,
          -1592.687,
          60.153
        ],
        "eye": [
          -7964.181,
          -1592.687,
          98.153
        ],
        "yaw": -136.311,
        "pitch": 1.716,
        "viewpos": "-7964,-1593,60,-136",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/15_route_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/15_route_collision.jpg",
      "output": "generated/purple-speedway/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/15. Source eye=[-7964.181, -1592.687, 98.153], yaw=-136.311, pitch=1.716. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e2b2c969-f7e6-480a-8779-06d57c8c4c8f.png",
      "completed_at": "2026-10-16T13:10:12.498355+00:00"
    },
    {
      "id": "purple-speedway/16",
      "route": "purple-speedway",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -3922.331,
          -1513.042,
          24.251
        ],
        "eye": [
          -3922.331,
          -1513.042,
          62.251
        ],
        "yaw": 1.255,
        "pitch": 0,
        "viewpos": "-3922,-1513,24,1",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/16_back_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/16_back_collision.jpg",
      "output": "generated/purple-speedway/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/16. Source eye=[-3922.331, -1513.042, 62.251], yaw=1.255, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bba3ab23-b2bb-4f10-a18f-126e99dd4c6b.png",
      "completed_at": "2026-10-16T13:11:26.869266+00:00"
    },
    {
      "id": "purple-speedway/17",
      "route": "purple-speedway",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -5364.57,
          -1497.199,
          95.32
        ],
        "eye": [
          -5364.57,
          -1497.199,
          133.32
        ],
        "yaw": 0.961,
        "pitch": 1.774,
        "viewpos": "-5365,-1497,95,1",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/17_back_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/17_back_collision.jpg",
      "output": "generated/purple-speedway/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/17. Source eye=[-5364.57, -1497.199, 133.32], yaw=0.961, pitch=1.774. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8262b64a-faae-4591-9a0a-5619fe506ce5.png",
      "completed_at": "2026-10-16T13:09:38.586585+00:00"
    },
    {
      "id": "purple-speedway/18",
      "route": "purple-speedway",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -6782.843,
          -1761.114,
          43.964
        ],
        "eye": [
          -6782.843,
          -1761.114,
          81.964
        ],
        "yaw": 4.927,
        "pitch": 1.439,
        "viewpos": "-6783,-1761,44,5",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/18_back_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/18_back_collision.jpg",
      "output": "generated/purple-speedway/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/18. Source eye=[-6782.843, -1761.114, 81.964], yaw=4.927, pitch=1.439. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-817683d3-778b-44a5-9d18-9be65b0cfc66.png",
      "completed_at": "2026-10-16T13:11:27.116686+00:00"
    },
    {
      "id": "purple-speedway/19",
      "route": "purple-speedway",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -8172.948,
          -1590.879,
          24.125
        ],
        "eye": [
          -8172.948,
          -1590.879,
          62.125
        ],
        "yaw": -6.607,
        "pitch": -2.728,
        "viewpos": "-8173,-1591,24,-7",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/19_back_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/19_back_collision.jpg",
      "output": "generated/purple-speedway/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/19. Source eye=[-8172.948, -1590.879, 62.125], yaw=-6.607, pitch=-2.728. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-64d6a0b6-de82-4a28-959e-b53a14fe4b49.png",
      "completed_at": "2026-10-16T13:11:54.019956+00:00"
    },
    {
      "id": "purple-speedway/20",
      "route": "purple-speedway",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -2272,
          -2144,
          186
        ],
        "eye": [
          -2272,
          -2144,
          224
        ],
        "yaw": 162.416,
        "pitch": 5.287,
        "viewpos": "-2272,-2144,186,162",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/purple-speedway/shots/20_overview_greybox.jpg",
      "collision": "blockouts/purple-speedway/shots/20_overview_collision.jpg",
      "output": "generated/purple-speedway/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: purple-speedway/20. Source eye=[-2272, -2144, 224], yaw=162.416, pitch=5.287. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/purple-speedway/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e44473e8-fec6-4ac5-853c-7fc4ed5a5513.png",
      "completed_at": "2026-10-16T13:11:54.078734+00:00"
    },
    {
      "id": "orange-chute/01",
      "route": "orange-chute",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -8145.562,
          -2036.191,
          -26.694
        ],
        "eye": [
          -8145.562,
          -2036.191,
          -0.196
        ],
        "yaw": -92.672,
        "pitch": 22.64,
        "viewpos": "-8146,-2036,-27,-93",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/01_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/01_route_collision.jpg",
      "output": "generated/orange-chute/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/01. Source eye=[-8145.562, -2036.191, -0.196], yaw=-92.672, pitch=22.64. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0b94d677-5706-4ac7-85aa-03a76f7995bd.png",
      "completed_at": "2026-10-16T13:13:03.318003+00:00"
    },
    {
      "id": "orange-chute/02",
      "route": "orange-chute",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -8176.875,
          -2455.117,
          -188.513
        ],
        "eye": [
          -8176.875,
          -2455.117,
          -150.513
        ],
        "yaw": -59.328,
        "pitch": 15.285,
        "viewpos": "-8177,-2455,-189,-59",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/02_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/02_route_collision.jpg",
      "output": "generated/orange-chute/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/02. Source eye=[-8176.875, -2455.117, -150.513], yaw=-59.328, pitch=15.285. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9d8fbb24-4227-4646-914e-deed36770aa1.png",
      "completed_at": "2026-10-16T13:11:54.131300+00:00"
    },
    {
      "id": "orange-chute/03",
      "route": "orange-chute",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -8131.292,
          -2878.173,
          -358.951
        ],
        "eye": [
          -8131.292,
          -2878.173,
          -320.951
        ],
        "yaw": -8.641,
        "pitch": 12.656,
        "viewpos": "-8131,-2878,-359,-9",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/03_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/03_route_collision.jpg",
      "output": "generated/orange-chute/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/03. Source eye=[-8131.292, -2878.173, -320.951], yaw=-8.641, pitch=12.656. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c1d68426-7024-4e72-b217-480d13e93e59.png",
      "completed_at": "2026-10-16T13:13:59.337437+00:00"
    },
    {
      "id": "orange-chute/04",
      "route": "orange-chute",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -7705.427,
          -2986.8,
          -414.068
        ],
        "eye": [
          -7705.427,
          -2986.8,
          -376.068
        ],
        "yaw": 2.412,
        "pitch": 19.93,
        "viewpos": "-7705,-2987,-414,2",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/04_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/04_route_collision.jpg",
      "output": "generated/orange-chute/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/04. Source eye=[-7705.427, -2986.8, -376.068], yaw=2.412, pitch=19.93. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-113ab67e-413d-448a-83f7-6e1dbb2bea16.png",
      "completed_at": "2026-10-16T13:13:59.288150+00:00"
    },
    {
      "id": "orange-chute/05",
      "route": "orange-chute",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -7274.21,
          -2962.239,
          -527.414
        ],
        "eye": [
          -7274.21,
          -2962.239,
          -502.062
        ],
        "yaw": 3.985,
        "pitch": 15.901,
        "viewpos": "-7274,-2962,-527,4",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/05_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/05_route_collision.jpg",
      "output": "generated/orange-chute/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/05. Source eye=[-7274.21, -2962.239, -502.062], yaw=3.985, pitch=15.901. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ecd908c3-43a9-4067-86d3-a5eb356e10d1.png",
      "completed_at": "2026-10-16T13:15:11.167888+00:00"
    },
    {
      "id": "orange-chute/06",
      "route": "orange-chute",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -6847.398,
          -2948.111,
          -738.035
        ],
        "eye": [
          -6847.398,
          -2948.111,
          -700.035
        ],
        "yaw": 16.37,
        "pitch": 0.433,
        "viewpos": "-6847,-2948,-738,16",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/06_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/06_route_collision.jpg",
      "output": "generated/orange-chute/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/06. Source eye=[-6847.398, -2948.111, -700.035], yaw=16.37, pitch=0.433. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8b4693bd-2c2a-4780-adde-f5a221637ea2.png",
      "completed_at": "2026-10-16T13:15:10.912970+00:00"
    },
    {
      "id": "orange-chute/07",
      "route": "orange-chute",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -6388.034,
          -2833.691,
          -743.749
        ],
        "eye": [
          -6388.034,
          -2833.691,
          -705.749
        ],
        "yaw": -0.773,
        "pitch": 0,
        "viewpos": "-6388,-2834,-744,-1",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/07_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/07_route_collision.jpg",
      "output": "generated/orange-chute/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/07. Source eye=[-6388.034, -2833.691, -705.749], yaw=-0.773, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-84b61e49-f352-4897-ab95-47fdba30bf7d.png",
      "completed_at": "2026-10-16T13:15:46.746840+00:00"
    },
    {
      "id": "orange-chute/08",
      "route": "orange-chute",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -5929.26,
          -2744.409,
          -743.749
        ],
        "eye": [
          -5929.26,
          -2744.409,
          -705.749
        ],
        "yaw": -35.796,
        "pitch": 0,
        "viewpos": "-5929,-2744,-744,-36",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/08_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/08_route_collision.jpg",
      "output": "generated/orange-chute/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/08. Source eye=[-5929.26, -2744.409, -705.749], yaw=-35.796, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-dcfd3c44-2ec1-4aeb-b661-2a6738671718.png",
      "completed_at": "2026-10-16T13:15:46.798334+00:00"
    },
    {
      "id": "orange-chute/09",
      "route": "orange-chute",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -5506.137,
          -2958.42,
          -743.749
        ],
        "eye": [
          -5506.137,
          -2958.42,
          -705.749
        ],
        "yaw": -63.065,
        "pitch": 0,
        "viewpos": "-5506,-2958,-744,-63",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/09_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/09_route_collision.jpg",
      "output": "generated/orange-chute/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/09. Source eye=[-5506.137, -2958.42, -705.749], yaw=-63.065, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-30f62f2e-ceb1-436f-b2a7-9d3fcfe75df0.png",
      "completed_at": "2026-10-16T13:15:46.852696+00:00"
    },
    {
      "id": "orange-chute/10",
      "route": "orange-chute",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -5239.312,
          -3353.194,
          -743.749
        ],
        "eye": [
          -5239.312,
          -3353.194,
          -705.749
        ],
        "yaw": -84.056,
        "pitch": 0,
        "viewpos": "-5239,-3353,-744,-84",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/10_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/10_route_collision.jpg",
      "output": "generated/orange-chute/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/10. Source eye=[-5239.312, -3353.194, -705.749], yaw=-84.056, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-552b4ba3-a240-4525-b987-f7167b24ced8.png",
      "completed_at": "2026-10-16T13:16:56.153251+00:00"
    },
    {
      "id": "orange-chute/11",
      "route": "orange-chute",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -5147.853,
          -3822.515,
          -743.749
        ],
        "eye": [
          -5147.853,
          -3822.515,
          -705.749
        ],
        "yaw": -87.159,
        "pitch": 0,
        "viewpos": "-5148,-3823,-744,-87",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/11_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/11_route_collision.jpg",
      "output": "generated/orange-chute/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/11. Source eye=[-5147.853, -3822.515, -705.749], yaw=-87.159, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f911a123-64fb-4d60-8723-012c05d3b6a1.png",
      "completed_at": "2026-10-16T13:17:55.444208+00:00"
    },
    {
      "id": "orange-chute/12",
      "route": "orange-chute",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -5158.306,
          -4302.656,
          -743.749
        ],
        "eye": [
          -5158.306,
          -4302.656,
          -705.749
        ],
        "yaw": -76.576,
        "pitch": -0.073,
        "viewpos": "-5158,-4303,-744,-77",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/12_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/12_route_collision.jpg",
      "output": "generated/orange-chute/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/12. Source eye=[-5158.306, -4302.656, -705.749], yaw=-76.576, pitch=-0.073. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.",
      "reference_images": [
        "blockouts/orange-chute/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-03995cfb-a309-4a82-b165-5eb406adbd91.png",
      "completed_at": "2026-10-16T13:17:55.496664+00:00"
    },
    {
      "id": "orange-chute/13",
      "route": "orange-chute",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -5052.728,
          -4770.101,
          -743.749
        ],
        "eye": [
          -5052.728,
          -4770.101,
          -705.749
        ],
        "yaw": -83.037,
        "pitch": -9.626,
        "viewpos": "-5053,-4770,-744,-83",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/13_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/13_route_collision.jpg",
      "output": "generated/orange-chute/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/13. Source eye=[-5052.728, -4770.101, -705.749], yaw=-83.037, pitch=-9.626. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/orange-chute/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c1029c71-0834-48f9-bf4f-af49c16e2802.png",
      "completed_at": "2026-10-16T13:19:28.576532+00:00"
    },
    {
      "id": "orange-chute/14",
      "route": "orange-chute",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -4958.897,
          -5238.651,
          -721.286
        ],
        "eye": [
          -4958.897,
          -5238.651,
          -683.286
        ],
        "yaw": -89.984,
        "pitch": -35,
        "viewpos": "-4959,-5239,-721,-90",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/14_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/14_route_collision.jpg",
      "output": "generated/orange-chute/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/14. Source eye=[-4958.897, -5238.651, -683.286], yaw=-89.984, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/orange-chute/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ac31958f-f54e-4539-af88-c21279ee9d49.png",
      "completed_at": "2026-10-16T13:19:28.622069+00:00"
    },
    {
      "id": "orange-chute/15",
      "route": "orange-chute",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -4969.065,
          -5625.51,
          -470.854
        ],
        "eye": [
          -4969.065,
          -5625.51,
          -432.854
        ],
        "yaw": -64.905,
        "pitch": -35,
        "viewpos": "-4969,-5626,-471,-65",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/15_route_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/15_route_collision.jpg",
      "output": "generated/orange-chute/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/15. Source eye=[-4969.065, -5625.51, -432.854], yaw=-64.905, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/orange-chute/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f689a56a-6a3d-4f1c-9ae9-4cb6530e4d3f.png",
      "completed_at": "2026-10-16T13:18:55.734565+00:00"
    },
    {
      "id": "orange-chute/16",
      "route": "orange-chute",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -7184.823,
          -2957.35,
          -561.967
        ],
        "eye": [
          -7184.823,
          -2957.35,
          -531.857
        ],
        "yaw": -179.423,
        "pitch": -17.609,
        "viewpos": "-7185,-2957,-562,-179",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/16_back_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/16_back_collision.jpg",
      "output": "generated/orange-chute/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/16. Source eye=[-7184.823, -2957.35, -531.857], yaw=-179.423, pitch=-17.609. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/orange-chute/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2b50eb8f-53c2-47da-b8ef-1f4fc413a922.png",
      "completed_at": "2026-10-16T13:19:55.131876+00:00"
    },
    {
      "id": "orange-chute/17",
      "route": "orange-chute",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -5629.974,
          -2862.807,
          -743.749
        ],
        "eye": [
          -5629.974,
          -2862.807,
          -705.749
        ],
        "yaw": 176.179,
        "pitch": 0,
        "viewpos": "-5630,-2863,-744,176",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/17_back_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/17_back_collision.jpg",
      "output": "generated/orange-chute/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/17. Source eye=[-5629.974, -2862.807, -705.749], yaw=176.179, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/orange-chute/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bef10195-afd7-46d2-b465-f9fc4a0579f3.png",
      "completed_at": "2026-10-16T13:18:27.322995+00:00"
    },
    {
      "id": "orange-chute/18",
      "route": "orange-chute",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -5151.188,
          -4373.501,
          -743.749
        ],
        "eye": [
          -5151.188,
          -4373.501,
          -705.749
        ],
        "yaw": 91.307,
        "pitch": 0,
        "viewpos": "-5151,-4374,-744,91",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/18_back_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/18_back_collision.jpg",
      "output": "generated/orange-chute/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/18. Source eye=[-5151.188, -4373.501, -705.749], yaw=91.307, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/orange-chute/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1be8888c-3408-4b41-a725-e0fcd1d360ca.png",
      "completed_at": "2026-10-16T13:20:57.992680+00:00"
    },
    {
      "id": "orange-chute/19",
      "route": "orange-chute",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -4957.894,
          -5680.238,
          -178.952
        ],
        "eye": [
          -4957.894,
          -5680.238,
          -140.952
        ],
        "yaw": 90.061,
        "pitch": 35,
        "viewpos": "-4958,-5680,-179,90",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/19_back_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/19_back_collision.jpg",
      "output": "generated/orange-chute/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/19. Source eye=[-4957.894, -5680.238, -140.952], yaw=90.061, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/orange-chute/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-20202f85-1ea9-4d5e-9b6b-9604054e2471.png",
      "completed_at": "2026-10-16T13:22:10.693365+00:00"
    },
    {
      "id": "orange-chute/20",
      "route": "orange-chute",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -8160,
          -1824,
          26
        ],
        "eye": [
          -8160,
          -1824,
          64
        ],
        "yaw": -40.817,
        "pitch": 24.903,
        "viewpos": "-8160,-1824,26,-41",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/orange-chute/shots/20_overview_greybox.jpg",
      "collision": "blockouts/orange-chute/shots/20_overview_collision.jpg",
      "output": "generated/orange-chute/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: orange-chute/20. Source eye=[-8160, -1824, 64], yaw=-40.817, pitch=24.903. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/orange-chute/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c77b9f8c-1106-4e73-bbb5-fb3af27860a5.png",
      "completed_at": "2026-10-16T13:22:10.740677+00:00"
    },
    {
      "id": "telekinetic-noobyportal/01",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -5114.976,
          -5681.835,
          87.385
        ],
        "eye": [
          -5114.976,
          -5681.835,
          125.385
        ],
        "yaw": -154.918,
        "pitch": -35,
        "viewpos": "-5115,-5682,87,-155",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/01_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/01_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/01_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/01. Source eye=[-5114.976, -5681.835, 125.385], yaw=-154.918, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\nCRITICAL SOURCE-SPECIFIC CORRECTION: The uniform pale-blue UNGRIDDED region on the LEFT of this exact source is a genuine OPEN OUTSIDE SKY region. Keep its exact polygon and location OPEN, with pale apricot/lavender dream sky visible. DO NOT fill it with a wall, opaque glass, additional room or extended ceiling. All pink gridded ceiling, grey gridded walls, floor, beams, post and pits remain physical surfaces in their exact original positions. Preserve all silhouettes and framing. No added sky openings anywhere else. Material edit only; exact source composition.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-66efb08d-7816-41d4-adec-a7f5ce5f2549.png",
      "completed_at": "2026-10-16T13:53:06.194570+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/telekinetic-noobyportal/01_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/01. Source eye=[-5114.976, -5681.835, 125.385], yaw=-154.918, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0803773a-5233-4334-a074-d1929253e8a7.png",
          "reason": "Restore the original ungridded open-sky region without an invented enclosing wall."
        }
      ]
    },
    {
      "id": "telekinetic-noobyportal/02",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -5102.482,
          -5684.479,
          121.99
        ],
        "eye": [
          -5102.482,
          -5684.479,
          159.99
        ],
        "yaw": 179.16,
        "pitch": -16.907,
        "viewpos": "-5102,-5684,122,179",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/02_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/02_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/02_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/02. Source eye=[-5102.482, -5684.479, 159.99], yaw=179.16, pitch=-16.907. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\nCRITICAL SOURCE-SPECIFIC CORRECTION: The uniform pale-blue UNGRIDDED region on the LEFT of this exact source is a genuine OPEN OUTSIDE SKY region. Keep its exact polygon and location OPEN, with pale apricot/lavender dream sky visible. DO NOT fill it with a wall, opaque glass, additional room or extended ceiling. All pink gridded ceiling, grey gridded walls, floor, beams, post and pits remain physical surfaces in their exact original positions. Preserve all silhouettes and framing. No added sky openings anywhere else. Material edit only; exact source composition.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-32b210eb-395b-45e4-b1d1-03ec6fceda9d.png",
      "completed_at": "2026-10-16T13:53:06.371393+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/telekinetic-noobyportal/02_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/02. Source eye=[-5102.482, -5684.479, 159.99], yaw=179.16, pitch=-16.907. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b0f7cb4e-3ee2-49c8-88ee-3d80570ac436.png",
          "reason": "Restore the original ungridded open-sky region without an invented enclosing wall."
        }
      ]
    },
    {
      "id": "telekinetic-noobyportal/03",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -5077.9,
          -5698.671,
          145.203
        ],
        "eye": [
          -5077.9,
          -5698.671,
          183.203
        ],
        "yaw": 162.293,
        "pitch": -2.613,
        "viewpos": "-5078,-5699,145,162",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/03_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/03_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/03. Source eye=[-5077.9, -5698.671, 183.203], yaw=162.293, pitch=-2.613. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-08ff56d8-ad66-4337-88d6-4230310fa123.png",
      "completed_at": "2026-10-16T13:22:12.223141+00:00"
    },
    {
      "id": "telekinetic-noobyportal/04",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -5064.623,
          -5728.796,
          152.125
        ],
        "eye": [
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          -5728.796,
          190.125
        ],
        "yaw": 148.912,
        "pitch": 0,
        "viewpos": "-5065,-5729,152,149",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/04_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/04_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/04_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/04. Source eye=[-5064.623, -5728.796, 190.125], yaw=148.912, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\nCRITICAL SOURCE-SPECIFIC CORRECTION: The uniform pale-blue UNGRIDDED region on the LEFT of this exact source is a genuine OPEN OUTSIDE SKY region. Keep its exact polygon and location OPEN, with pale apricot/lavender dream sky visible. DO NOT fill it with a wall, opaque glass, additional room or extended ceiling. All pink gridded ceiling, grey gridded walls, floor, beams, post and pits remain physical surfaces in their exact original positions. Preserve all silhouettes and framing. No added sky openings anywhere else. Material edit only; exact source composition.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-cf35d8aa-495a-4331-a933-4c4578644629.png",
      "completed_at": "2026-10-16T13:53:06.548773+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/telekinetic-noobyportal/04_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/04. Source eye=[-5064.623, -5728.796, 190.125], yaw=148.912, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3906edfc-7b6a-4e69-a727-f387fbad844f.png",
          "reason": "Restore the original ungridded open-sky region without an invented enclosing wall."
        }
      ]
    },
    {
      "id": "telekinetic-noobyportal/05",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -5085.822,
          -5755.548,
          152.125
        ],
        "eye": [
          -5085.822,
          -5755.548,
          190.125
        ],
        "yaw": 137.421,
        "pitch": 0,
        "viewpos": "-5086,-5756,152,137",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/05_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/05_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/05. Source eye=[-5085.822, -5755.548, 190.125], yaw=137.421, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1f1e6ac2-befc-4f3a-8ee8-34de724cd5aa.png",
      "completed_at": "2026-10-16T13:23:11.060585+00:00"
    },
    {
      "id": "telekinetic-noobyportal/06",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -5121.657,
          -5753.999,
          152.125
        ],
        "eye": [
          -5121.657,
          -5753.999,
          190.125
        ],
        "yaw": 131.818,
        "pitch": 0,
        "viewpos": "-5122,-5754,152,132",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/06_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/06_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/06. Source eye=[-5121.657, -5753.999, 190.125], yaw=131.818, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2ab53cdb-8338-4ece-a58d-6dd67a5351fc.png",
      "completed_at": "2026-10-16T13:25:31.659721+00:00"
    },
    {
      "id": "telekinetic-noobyportal/07",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -5153.063,
          -5735.379,
          152.125
        ],
        "eye": [
          -5153.063,
          -5735.379,
          190.125
        ],
        "yaw": 131.115,
        "pitch": 0.001,
        "viewpos": "-5153,-5735,152,131",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/07_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/07_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/07. Source eye=[-5153.063, -5735.379, 190.125], yaw=131.115, pitch=0.001. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2062a36e-eccc-44fd-a58a-1370bd0e653d.png",
      "completed_at": "2026-10-16T13:24:27.302538+00:00"
    },
    {
      "id": "telekinetic-noobyportal/08",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -5179.417,
          -5709.638,
          152.125
        ],
        "eye": [
          -5179.417,
          -5709.638,
          190.125
        ],
        "yaw": 132.496,
        "pitch": 6.806,
        "viewpos": "-5179,-5710,152,132",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/08_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/08_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/08. Source eye=[-5179.417, -5709.638, 190.125], yaw=132.496, pitch=6.806. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0b158b2c-dd1f-4bd1-80a6-332bdd2c0a66.png",
      "completed_at": "2026-10-16T13:25:31.250761+00:00"
    },
    {
      "id": "telekinetic-noobyportal/09",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -5203.013,
          -5681.292,
          152.125
        ],
        "eye": [
          -5203.013,
          -5681.292,
          190.125
        ],
        "yaw": 133.625,
        "pitch": 17.659,
        "viewpos": "-5203,-5681,152,134",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/09_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/09_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/09. Source eye=[-5203.013, -5681.292, 190.125], yaw=133.625, pitch=17.659. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-29891527-b06a-4e9a-a20f-bc3bb192a955.png",
      "completed_at": "2026-10-16T13:25:06.256666+00:00"
    },
    {
      "id": "telekinetic-noobyportal/10",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -5223.557,
          -5650.661,
          152.125
        ],
        "eye": [
          -5223.557,
          -5650.661,
          190.125
        ],
        "yaw": 135.813,
        "pitch": 22.786,
        "viewpos": "-5224,-5651,152,136",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/10_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/10_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/10. Source eye=[-5223.557, -5650.661, 190.125], yaw=135.813, pitch=22.786. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7b1d37f1-2eed-4e47-ae8e-0b44ca01d2e2.png",
      "completed_at": "2026-10-16T13:26:33.185189+00:00"
    },
    {
      "id": "telekinetic-noobyportal/11",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -5243.654,
          -5619.729,
          152.125
        ],
        "eye": [
          -5243.654,
          -5619.729,
          190.125
        ],
        "yaw": 139.388,
        "pitch": 28.126,
        "viewpos": "-5244,-5620,152,139",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/11_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/11_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/11. Source eye=[-5243.654, -5619.729, 190.125], yaw=139.388, pitch=28.126. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3f92dcec-3461-4a6d-a65a-af574bc6ddcf.png",
      "completed_at": "2026-10-16T13:27:45.527010+00:00"
    },
    {
      "id": "telekinetic-noobyportal/12",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -5265.543,
          -5590.083,
          152.125
        ],
        "eye": [
          -5265.543,
          -5590.083,
          190.125
        ],
        "yaw": 144.346,
        "pitch": 35,
        "viewpos": "-5266,-5590,152,144",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/12_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/12_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/12. Source eye=[-5265.543, -5590.083, 190.125], yaw=144.346, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-89943ed7-ec01-49ff-8b3d-5d5f6198e947.png",
      "completed_at": "2026-10-16T13:22:41.291404+00:00"
    },
    {
      "id": "telekinetic-noobyportal/13",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -5291.783,
          -5564.285,
          152.125
        ],
        "eye": [
          -5291.783,
          -5564.285,
          190.125
        ],
        "yaw": 149.818,
        "pitch": 35,
        "viewpos": "-5292,-5564,152,150",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/13_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/13_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/13. Source eye=[-5291.783, -5564.285, 190.125], yaw=149.818, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a3d92728-86a5-48ee-9392-79ed02761436.png",
      "completed_at": "2026-10-16T13:23:11.108744+00:00"
    },
    {
      "id": "telekinetic-noobyportal/14",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -5320.961,
          -5543.986,
          151.091
        ],
        "eye": [
          -5320.961,
          -5543.986,
          189.091
        ],
        "yaw": 156.652,
        "pitch": 35,
        "viewpos": "-5321,-5544,151,157",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/14_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/14_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/14. Source eye=[-5320.961, -5543.986, 189.091], yaw=156.652, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e68ff39f-c99a-4849-839c-4e2f5b0fe7fe.png",
      "completed_at": "2026-10-16T13:26:44.507524+00:00"
    },
    {
      "id": "telekinetic-noobyportal/15",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -5338.72,
          -5536.034,
          121.854
        ],
        "eye": [
          -5338.72,
          -5536.034,
          159.854
        ],
        "yaw": 150.576,
        "pitch": 0,
        "viewpos": "-5339,-5536,122,151",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/15_route_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/15_route_collision.jpg",
      "output": "generated/telekinetic-noobyportal/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/15. Source eye=[-5338.72, -5536.034, 159.854], yaw=150.576, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c59fe0db-2d37-493c-900b-aaf6fd02998a.png",
      "completed_at": "2026-10-16T13:26:32.941186+00:00"
    },
    {
      "id": "telekinetic-noobyportal/16",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -5092.69,
          -5757.854,
          152.125
        ],
        "eye": [
          -5092.69,
          -5757.854,
          190.125
        ],
        "yaw": 109.901,
        "pitch": 35,
        "viewpos": "-5093,-5758,152,110",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/16_back_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/16_back_collision.jpg",
      "output": "generated/telekinetic-noobyportal/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/16. Source eye=[-5092.69, -5757.854, 190.125], yaw=109.901, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d8b7fac8-056f-46ee-92f2-7d3070adb092.png",
      "completed_at": "2026-10-16T13:24:59.717703+00:00"
    },
    {
      "id": "telekinetic-noobyportal/17",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -5195.46,
          -5690.647,
          152.125
        ],
        "eye": [
          -5195.46,
          -5690.647,
          190.125
        ],
        "yaw": 4.42,
        "pitch": 23.619,
        "viewpos": "-5195,-5691,152,4",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/17_back_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/17_back_collision.jpg",
      "output": "generated/telekinetic-noobyportal/17_back_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/17. Source eye=[-5195.46, -5690.647, 190.125], yaw=4.42, pitch=23.619. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\nCRITICAL SOURCE-SPECIFIC CORRECTION: The uniform pale-blue UNGRIDDED region on the RIGHT of this exact source is a genuine OPEN OUTSIDE SKY region. Keep its exact polygon and location OPEN, with pale apricot/lavender dream sky visible. DO NOT fill it with a wall, opaque glass, additional room or extended ceiling. All pink gridded ceiling, grey gridded walls, floor, beams, post and pits remain physical surfaces in their exact original positions. Preserve all silhouettes and framing. No added sky openings anywhere else. Material edit only; exact source composition.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-59df645d-8ddd-493d-8309-6b3b91117821.png",
      "completed_at": "2026-10-16T13:53:06.731096+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/telekinetic-noobyportal/17_back_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/17. Source eye=[-5195.46, -5690.647, 190.125], yaw=4.42, pitch=23.619. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a6319b33-5498-47fb-9a22-fb07a6c08d90.png",
          "reason": "Restore the original ungridded open-sky region without an invented enclosing wall."
        }
      ]
    },
    {
      "id": "telekinetic-noobyportal/18",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -5269.146,
          -5585.973,
          152.125
        ],
        "eye": [
          -5269.146,
          -5585.973,
          190.125
        ],
        "yaw": -44.297,
        "pitch": 0,
        "viewpos": "-5269,-5586,152,-44",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/18_back_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/18_back_collision.jpg",
      "output": "generated/telekinetic-noobyportal/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/18. Source eye=[-5269.146, -5585.973, 190.125], yaw=-44.297, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d9d69dc5-a40f-4508-8f3e-70cd52efb00f.png",
      "completed_at": "2026-10-16T13:29:52.142539+00:00"
    },
    {
      "id": "telekinetic-noobyportal/19",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -5342.464,
          -5534.652,
          99.257
        ],
        "eye": [
          -5342.464,
          -5534.652,
          137.257
        ],
        "yaw": -46.693,
        "pitch": -13.875,
        "viewpos": "-5342,-5535,99,-47",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/19_back_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/19_back_collision.jpg",
      "output": "generated/telekinetic-noobyportal/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/19. Source eye=[-5342.464, -5534.652, 137.257], yaw=-46.693, pitch=-13.875. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-01e36f24-13a1-4b16-826e-4426b6feb197.png",
      "completed_at": "2026-10-16T13:26:32.889951+00:00"
    },
    {
      "id": "telekinetic-noobyportal/20",
      "route": "telekinetic-noobyportal",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -5120,
          -5696,
          186
        ],
        "eye": [
          -5120,
          -5696,
          224
        ],
        "yaw": -90.869,
        "pitch": 35,
        "viewpos": "-5120,-5696,186,-91",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/telekinetic-noobyportal/shots/20_overview_greybox.jpg",
      "collision": "blockouts/telekinetic-noobyportal/shots/20_overview_collision.jpg",
      "output": "generated/telekinetic-noobyportal/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: telekinetic-noobyportal/20. Source eye=[-5120, -5696, 224], yaw=-90.869, pitch=35. Name is an identifier, never a theme. CRITICAL CAMERA: this source shows ONLY open ungridded pale-blue sky above the low near-horizontal ground boundary, around 52% of image height. No wall or enclosure exists. Keep the upper half OPEN SKY, and keep the flat exposed ground in its original lower half.",
      "reference_images": [
        "blockouts/telekinetic-noobyportal/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d4f89a13-36eb-42ef-9b86-b8efdea2699c.png",
      "completed_at": "2026-10-16T11:46:21.509966+00:00"
    },
    {
      "id": "brown-spiral/01",
      "route": "brown-spiral",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -5401.329,
          -5546.319,
          -353.351
        ],
        "eye": [
          -5401.329,
          -5546.319,
          -315.351
        ],
        "yaw": -174.21,
        "pitch": 35,
        "viewpos": "-5401,-5546,-353,-174",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/01_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/01_route_collision.jpg",
      "output": "generated/brown-spiral/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/01. Source eye=[-5401.329, -5546.319, -315.351], yaw=-174.21, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8e314d5e-e6e3-4212-b95f-407a02713e05.png",
      "completed_at": "2026-10-16T13:26:33.257505+00:00"
    },
    {
      "id": "brown-spiral/02",
      "route": "brown-spiral",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -5837.565,
          -5573.339,
          -696.918
        ],
        "eye": [
          -5837.565,
          -5573.339,
          -658.918
        ],
        "yaw": -176.678,
        "pitch": -0.03,
        "viewpos": "-5838,-5573,-697,-177",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/02_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/02_route_collision.jpg",
      "output": "generated/brown-spiral/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/02. Source eye=[-5837.565, -5573.339, -658.918], yaw=-176.678, pitch=-0.03. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-60fc7d3a-c80d-4683-bc02-29efc2a3060d.png",
      "completed_at": "2026-10-16T13:28:13.693291+00:00"
    },
    {
      "id": "brown-spiral/03",
      "route": "brown-spiral",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -6644.937,
          -5616.854,
          -706.745
        ],
        "eye": [
          -6644.937,
          -5616.854,
          -668.745
        ],
        "yaw": 111.583,
        "pitch": 0.232,
        "viewpos": "-6645,-5617,-707,112",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/03_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/03_route_collision.jpg",
      "output": "generated/brown-spiral/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/03. Source eye=[-6644.937, -5616.854, -668.745], yaw=111.583, pitch=0.232. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1bba5330-4fd6-4824-ae42-0eb0136489da.png",
      "completed_at": "2026-10-16T13:30:20.707546+00:00"
    },
    {
      "id": "brown-spiral/04",
      "route": "brown-spiral",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -6879.564,
          -4942.519,
          -727.367
        ],
        "eye": [
          -6879.564,
          -4942.519,
          -689.367
        ],
        "yaw": 99.439,
        "pitch": -2.396,
        "viewpos": "-6880,-4943,-727,99",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/04_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/04_route_collision.jpg",
      "output": "generated/brown-spiral/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/04. Source eye=[-6879.564, -4942.519, -689.367], yaw=99.439, pitch=-2.396. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d5795be2-deb0-42ba-8a7d-6364e57c6c1c.png",
      "completed_at": "2026-10-16T13:27:45.577050+00:00"
    },
    {
      "id": "brown-spiral/05",
      "route": "brown-spiral",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -7031.271,
          -4146.973,
          -702.704
        ],
        "eye": [
          -7031.271,
          -4146.973,
          -664.704
        ],
        "yaw": 135.935,
        "pitch": -1.652,
        "viewpos": "-7031,-4147,-703,136",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/05_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/05_route_collision.jpg",
      "output": "generated/brown-spiral/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/05. Source eye=[-7031.271, -4146.973, -664.704], yaw=135.935, pitch=-1.652. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d42d0000-255b-4b32-8e47-cabc07db4a0f.png",
      "completed_at": "2026-10-16T13:29:51.920964+00:00"
    },
    {
      "id": "brown-spiral/06",
      "route": "brown-spiral",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -7630.198,
          -3598.24,
          -678.287
        ],
        "eye": [
          -7630.198,
          -3598.24,
          -640.287
        ],
        "yaw": 172.97,
        "pitch": -3.061,
        "viewpos": "-7630,-3598,-678,173",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/06_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/06_route_collision.jpg",
      "output": "generated/brown-spiral/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/06. Source eye=[-7630.198, -3598.24, -640.287], yaw=172.97, pitch=-3.061. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ce911e37-2c3b-4fae-9898-d42e6b103f13.png",
      "completed_at": "2026-10-16T13:30:20.753201+00:00"
    },
    {
      "id": "brown-spiral/07",
      "route": "brown-spiral",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -8394.659,
          -3570.349,
          -635.314
        ],
        "eye": [
          -8394.659,
          -3570.349,
          -597.314
        ],
        "yaw": -81.692,
        "pitch": -2.842,
        "viewpos": "-8395,-3570,-635,-82",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/07_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/07_route_collision.jpg",
      "output": "generated/brown-spiral/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/07. Source eye=[-8394.659, -3570.349, -597.314], yaw=-81.692, pitch=-2.842. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4198c479-8cce-4081-8423-572706d3ea65.png",
      "completed_at": "2026-10-16T13:29:51.760574+00:00"
    },
    {
      "id": "brown-spiral/08",
      "route": "brown-spiral",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -8249.63,
          -4364.841,
          -593.618
        ],
        "eye": [
          -8249.63,
          -4364.841,
          -555.618
        ],
        "yaw": -36.392,
        "pitch": -3.121,
        "viewpos": "-8250,-4365,-594,-36",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/08_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/08_route_collision.jpg",
      "output": "generated/brown-spiral/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/08. Source eye=[-8249.63, -4364.841, -555.618], yaw=-36.392, pitch=-3.121. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3dae7317-5ffc-4f83-a83e-8371a1b1cc8b.png",
      "completed_at": "2026-10-16T13:30:53.781639+00:00"
    },
    {
      "id": "brown-spiral/09",
      "route": "brown-spiral",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -7575.559,
          -4831.076,
          -546.234
        ],
        "eye": [
          -7575.559,
          -4831.076,
          -508.234
        ],
        "yaw": 18.272,
        "pitch": -3.39,
        "viewpos": "-7576,-4831,-546,18",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/09_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/09_route_collision.jpg",
      "output": "generated/brown-spiral/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/09. Source eye=[-7575.559, -4831.076, -508.234], yaw=18.272, pitch=-3.39. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4cdbaf56-fe41-4a6e-ad4e-8f10008786b4.png",
      "completed_at": "2026-10-16T13:32:29.914894+00:00"
    },
    {
      "id": "brown-spiral/10",
      "route": "brown-spiral",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -6859.393,
          -4550.966,
          -500.044
        ],
        "eye": [
          -6859.393,
          -4550.966,
          -462.044
        ],
        "yaw": 84.486,
        "pitch": -1.693,
        "viewpos": "-6859,-4551,-500,84",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/10_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/10_route_collision.jpg",
      "output": "generated/brown-spiral/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/10. Source eye=[-6859.393, -4550.966, -462.044], yaw=84.486, pitch=-1.693. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-947b06ff-2d49-448c-b862-7192609a7b5b.png",
      "completed_at": "2026-10-16T13:31:26.420260+00:00"
    },
    {
      "id": "brown-spiral/11",
      "route": "brown-spiral",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -6807.899,
          -3741.27,
          -475.006
        ],
        "eye": [
          -6807.899,
          -3741.27,
          -437.006
        ],
        "yaw": 131.419,
        "pitch": -3.034,
        "viewpos": "-6808,-3741,-475,131",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/11_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/11_route_collision.jpg",
      "output": "generated/brown-spiral/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/11. Source eye=[-6807.899, -3741.27, -437.006], yaw=131.419, pitch=-3.034. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7b5975b0-3427-4768-8208-fbdedb8e941f.png",
      "completed_at": "2026-10-16T13:33:33.589760+00:00"
    },
    {
      "id": "brown-spiral/12",
      "route": "brown-spiral",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -7354.358,
          -3182.718,
          -433.596
        ],
        "eye": [
          -7354.358,
          -3182.718,
          -395.596
        ],
        "yaw": -172.195,
        "pitch": -2.488,
        "viewpos": "-7354,-3183,-434,-172",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/12_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/12_route_collision.jpg",
      "output": "generated/brown-spiral/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/12. Source eye=[-7354.358, -3182.718, -395.596], yaw=-172.195, pitch=-2.488. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0cde2325-9aa5-4ac9-bbb0-858c307eedd8.png",
      "completed_at": "2026-10-16T13:33:35.230786+00:00"
    },
    {
      "id": "brown-spiral/13",
      "route": "brown-spiral",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -8161.61,
          -3318.257,
          -397.152
        ],
        "eye": [
          -8161.61,
          -3318.257,
          -359.152
        ],
        "yaw": -116.88,
        "pitch": -2.783,
        "viewpos": "-8162,-3318,-397,-117",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/13_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/13_route_collision.jpg",
      "output": "generated/brown-spiral/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/13. Source eye=[-8161.61, -3318.257, -359.152], yaw=-116.88, pitch=-2.783. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1503ee2b-22a8-4e50-82a2-492c20daa8ea.png",
      "completed_at": "2026-10-16T13:33:57.070378+00:00"
    },
    {
      "id": "brown-spiral/14",
      "route": "brown-spiral",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -8495,
          -4037.067,
          -350.293
        ],
        "eye": [
          -8495,
          -4037.067,
          -312.293
        ],
        "yaw": -75.174,
        "pitch": -33.974,
        "viewpos": "-8495,-4037,-350,-75",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/14_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/14_route_collision.jpg",
      "output": "generated/brown-spiral/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/14. Source eye=[-8495, -4037.067, -312.293], yaw=-75.174, pitch=-33.974. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bac798e1-06cc-4f4a-a062-3ce928b4a831.png",
      "completed_at": "2026-10-16T13:34:24.439176+00:00"
    },
    {
      "id": "brown-spiral/15",
      "route": "brown-spiral",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -8310.749,
          -4700.49,
          84.499
        ],
        "eye": [
          -8310.749,
          -4700.49,
          122.499
        ],
        "yaw": -26.28,
        "pitch": -6.104,
        "viewpos": "-8311,-4700,84,-26",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/15_route_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/15_route_collision.jpg",
      "output": "generated/brown-spiral/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/15. Source eye=[-8310.749, -4700.49, 122.499], yaw=-26.28, pitch=-6.104. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-03f5e37a-10c8-4d01-a01d-3086c2da587f.png",
      "completed_at": "2026-10-16T13:33:33.733030+00:00"
    },
    {
      "id": "brown-spiral/16",
      "route": "brown-spiral",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -7113.089,
          -4005.283,
          -737.317
        ],
        "eye": [
          -7113.089,
          -4005.283,
          -699.317
        ],
        "yaw": -71.532,
        "pitch": -3.119,
        "viewpos": "-7113,-4005,-737,-72",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/16_back_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/16_back_collision.jpg",
      "output": "generated/brown-spiral/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/16. Source eye=[-7113.089, -4005.283, -699.317], yaw=-71.532, pitch=-3.119. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ac8b1401-709a-411d-8509-1e23fac2a923.png",
      "completed_at": "2026-10-16T13:33:33.644434+00:00"
    },
    {
      "id": "brown-spiral/17",
      "route": "brown-spiral",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -7826.834,
          -4728.33,
          -556.037
        ],
        "eye": [
          -7826.834,
          -4728.33,
          -518.037
        ],
        "yaw": 134.104,
        "pitch": 3.843,
        "viewpos": "-7827,-4728,-556,134",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/17_back_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/17_back_collision.jpg",
      "output": "generated/brown-spiral/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/17. Source eye=[-7826.834, -4728.33, -518.037], yaw=134.104, pitch=3.843. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-892e4add-fdc4-4b2b-9300-7fc24d923ed6.png",
      "completed_at": "2026-10-16T13:35:49.326109+00:00"
    },
    {
      "id": "brown-spiral/18",
      "route": "brown-spiral",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -7477.229,
          -3166.886,
          -428.665
        ],
        "eye": [
          -7477.229,
          -3166.886,
          -390.665
        ],
        "yaw": -33.443,
        "pitch": 2.943,
        "viewpos": "-7477,-3167,-429,-33",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/18_back_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/18_back_collision.jpg",
      "output": "generated/brown-spiral/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/18. Source eye=[-7477.229, -3166.886, -390.665], yaw=-33.443, pitch=2.943. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ced52303-b49b-4539-96a5-c233518670dd.png",
      "completed_at": "2026-10-16T13:35:28.636079+00:00"
    },
    {
      "id": "brown-spiral/19",
      "route": "brown-spiral",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -7976.103,
          -4932.732,
          195.507
        ],
        "eye": [
          -7976.103,
          -4932.732,
          233.507
        ],
        "yaw": 133.755,
        "pitch": 17.567,
        "viewpos": "-7976,-4933,196,134",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/19_back_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/19_back_collision.jpg",
      "output": "generated/brown-spiral/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/19. Source eye=[-7976.103, -4932.732, 233.507], yaw=133.755, pitch=17.567. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-becdeeb6-a08c-44c2-a2fb-27032e94b506.png",
      "completed_at": "2026-10-16T13:35:49.375827+00:00"
    },
    {
      "id": "brown-spiral/20",
      "route": "brown-spiral",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -5376,
          -5536,
          26
        ],
        "eye": [
          -5376,
          -5536,
          64
        ],
        "yaw": 139.214,
        "pitch": 14.111,
        "viewpos": "-5376,-5536,26,139",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/brown-spiral/shots/20_overview_greybox.jpg",
      "collision": "blockouts/brown-spiral/shots/20_overview_collision.jpg",
      "output": "generated/brown-spiral/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: brown-spiral/20. Source eye=[-5376, -5536, 64], yaw=139.214, pitch=14.111. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/brown-spiral/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2ddcef32-4b1a-4a04-ae68-00207b26d490.png",
      "completed_at": "2026-10-16T13:36:14.361472+00:00"
    },
    {
      "id": "avocado-centrifuge/01",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -7466.031,
          -5291.697,
          -42.447
        ],
        "eye": [
          -7466.031,
          -5291.697,
          -4.447
        ],
        "yaw": -3.503,
        "pitch": 17.417,
        "viewpos": "-7466,-5292,-42,-4",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/01_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/01_route_collision.jpg",
      "output": "generated/avocado-centrifuge/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/01. Source eye=[-7466.031, -5291.697, -4.447], yaw=-3.503, pitch=17.417. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-db091d1c-aadb-4019-8c41-f32f8a0a628b.png",
      "completed_at": "2026-10-16T13:37:22.353750+00:00"
    },
    {
      "id": "avocado-centrifuge/02",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -6805.962,
          -5328.58,
          -231.875
        ],
        "eye": [
          -6805.962,
          -5328.58,
          -193.875
        ],
        "yaw": -43.926,
        "pitch": -0.011,
        "viewpos": "-6806,-5329,-232,-44",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/02_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/02_route_collision.jpg",
      "output": "generated/avocado-centrifuge/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/02. Source eye=[-6805.962, -5328.58, -193.875], yaw=-43.926, pitch=-0.011. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5ba5c867-56af-4db5-ab48-ce3fcca80b98.png",
      "completed_at": "2026-10-16T13:37:18.461871+00:00"
    },
    {
      "id": "avocado-centrifuge/03",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -6290.449,
          -5875.008,
          -231.749
        ],
        "eye": [
          -6290.449,
          -5875.008,
          -193.749
        ],
        "yaw": -107.381,
        "pitch": 0,
        "viewpos": "-6290,-5875,-232,-107",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/03_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/03_route_collision.jpg",
      "output": "generated/avocado-centrifuge/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/03. Source eye=[-6290.449, -5875.008, -193.749], yaw=-107.381, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0477f6f0-e963-42e9-9572-833364610469.png",
      "completed_at": "2026-10-16T13:36:48.757306+00:00"
    },
    {
      "id": "avocado-centrifuge/04",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -6566.173,
          -6633.054,
          -231.749
        ],
        "eye": [
          -6566.173,
          -6633.054,
          -193.749
        ],
        "yaw": -151.759,
        "pitch": 0,
        "viewpos": "-6566,-6633,-232,-152",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/04_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/04_route_collision.jpg",
      "output": "generated/avocado-centrifuge/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/04. Source eye=[-6566.173, -6633.054, -193.749], yaw=-151.759, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c537a272-9bd2-4b1f-8fcf-6544dad0c6a8.png",
      "completed_at": "2026-10-16T13:38:51.682716+00:00"
    },
    {
      "id": "avocado-centrifuge/05",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -7312.345,
          -7011.309,
          -231.749
        ],
        "eye": [
          -7312.345,
          -7011.309,
          -193.749
        ],
        "yaw": -178.735,
        "pitch": 0,
        "viewpos": "-7312,-7011,-232,-179",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/05_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/05_route_collision.jpg",
      "output": "generated/avocado-centrifuge/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/05. Source eye=[-7312.345, -7011.309, -193.749], yaw=-178.735, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0122b9a3-c25a-4ef9-b187-40c0f087e56c.png",
      "completed_at": "2026-10-16T13:39:55.181233+00:00"
    },
    {
      "id": "avocado-centrifuge/06",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -8151.664,
          -7012.236,
          -231.749
        ],
        "eye": [
          -8151.664,
          -7012.236,
          -193.749
        ],
        "yaw": 155.155,
        "pitch": 0,
        "viewpos": "-8152,-7012,-232,155",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/06_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/06_route_collision.jpg",
      "output": "generated/avocado-centrifuge/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/06. Source eye=[-8151.664, -7012.236, -193.749], yaw=155.155, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8c22ed59-dc86-4abe-b102-49ec6811bdca.png",
      "completed_at": "2026-10-16T13:37:40.416337+00:00"
    },
    {
      "id": "avocado-centrifuge/07",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -8907.24,
          -6645.452,
          -231.749
        ],
        "eye": [
          -8907.24,
          -6645.452,
          -193.749
        ],
        "yaw": 136.326,
        "pitch": 0,
        "viewpos": "-8907,-6645,-232,136",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/07_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/07_route_collision.jpg",
      "output": "generated/avocado-centrifuge/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/07. Source eye=[-8907.24, -6645.452, -193.749], yaw=136.326, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-caee5e73-2c4c-4750-a92b-571dc8e0418e.png",
      "completed_at": "2026-10-16T13:39:21.604829+00:00"
    },
    {
      "id": "avocado-centrifuge/08",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -9511.418,
          -6056.672,
          -231.749
        ],
        "eye": [
          -9511.418,
          -6056.672,
          -193.749
        ],
        "yaw": 126.168,
        "pitch": 0,
        "viewpos": "-9511,-6057,-232,126",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/08_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/08_route_collision.jpg",
      "output": "generated/avocado-centrifuge/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/08. Source eye=[-9511.418, -6056.672, -193.749], yaw=126.168, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-988c1709-762b-4b80-bd40-e6c38be9479d.png",
      "completed_at": "2026-10-16T13:40:22.780828+00:00"
    },
    {
      "id": "avocado-centrifuge/09",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -10003.752,
          -5369.964,
          -231.749
        ],
        "eye": [
          -10003.752,
          -5369.964,
          -193.749
        ],
        "yaw": 112.512,
        "pitch": 0,
        "viewpos": "-10004,-5370,-232,113",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/09_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/09_route_collision.jpg",
      "output": "generated/avocado-centrifuge/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/09. Source eye=[-10003.752, -5369.964, -193.749], yaw=112.512, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-cd84685a-1189-49cf-9758-86bb14c67c3b.png",
      "completed_at": "2026-10-16T13:40:18.256039+00:00"
    },
    {
      "id": "avocado-centrifuge/10",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -10318.438,
          -4586.75,
          -231.749
        ],
        "eye": [
          -10318.438,
          -4586.75,
          -193.749
        ],
        "yaw": 104.778,
        "pitch": 0,
        "viewpos": "-10318,-4587,-232,105",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/10_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/10_route_collision.jpg",
      "output": "generated/avocado-centrifuge/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/10. Source eye=[-10318.438, -4586.75, -193.749], yaw=104.778, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-86d3e334-2614-4b9a-a8bc-c45dbd3ae541.png",
      "completed_at": "2026-10-16T13:40:22.731246+00:00"
    },
    {
      "id": "avocado-centrifuge/11",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -10533.712,
          -3768.279,
          -231.749
        ],
        "eye": [
          -10533.712,
          -3768.279,
          -193.749
        ],
        "yaw": 103.468,
        "pitch": 0,
        "viewpos": "-10534,-3768,-232,103",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/11_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/11_route_collision.jpg",
      "output": "generated/avocado-centrifuge/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/11. Source eye=[-10533.712, -3768.279, -193.749], yaw=103.468, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0bbf41a5-50f2-4e15-a590-71db74b08dcb.png",
      "completed_at": "2026-10-16T13:40:57.703896+00:00"
    },
    {
      "id": "avocado-centrifuge/12",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -10717.007,
          -2943.808,
          -231.749
        ],
        "eye": [
          -10717.007,
          -2943.808,
          -193.749
        ],
        "yaw": 91.171,
        "pitch": -0.75,
        "viewpos": "-10717,-2944,-232,91",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/12_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/12_route_collision.jpg",
      "output": "generated/avocado-centrifuge/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/12. Source eye=[-10717.007, -2943.808, -193.749], yaw=91.171, pitch=-0.75. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d5402d46-0474-4aba-8436-d4bafef40cff.png",
      "completed_at": "2026-10-16T13:41:25.922456+00:00"
    },
    {
      "id": "avocado-centrifuge/13",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -10724.511,
          -2099.516,
          -212.284
        ],
        "eye": [
          -10724.511,
          -2099.516,
          -174.284
        ],
        "yaw": 36.099,
        "pitch": -1.565,
        "viewpos": "-10725,-2100,-212,36",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/13_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/13_route_collision.jpg",
      "output": "generated/avocado-centrifuge/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/13. Source eye=[-10724.511, -2099.516, -174.284], yaw=36.099, pitch=-1.565. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3e803fc2-664f-4d2e-b278-c9e27090ee02.png",
      "completed_at": "2026-10-16T13:42:08.059725+00:00"
    },
    {
      "id": "avocado-centrifuge/14",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -10089.356,
          -1711.349,
          -199.773
        ],
        "eye": [
          -10089.356,
          -1711.349,
          -161.773
        ],
        "yaw": -61.952,
        "pitch": 12.89,
        "viewpos": "-10089,-1711,-200,-62",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/14_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/14_route_collision.jpg",
      "output": "generated/avocado-centrifuge/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/14. Source eye=[-10089.356, -1711.349, -161.773], yaw=-61.952, pitch=12.89. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2541e0fb-f927-4a79-a19c-40b41136d16c.png",
      "completed_at": "2026-10-16T13:42:08.112356+00:00"
    },
    {
      "id": "avocado-centrifuge/15",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -9796.653,
          -2379.911,
          -380.376
        ],
        "eye": [
          -9796.653,
          -2379.911,
          -342.376
        ],
        "yaw": -152.617,
        "pitch": 24.468,
        "viewpos": "-9797,-2380,-380,-153",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/15_route_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/15_route_collision.jpg",
      "output": "generated/avocado-centrifuge/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/15. Source eye=[-9796.653, -2379.911, -342.376], yaw=-152.617, pitch=24.468. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-963d1597-f5e4-4fa6-8f7c-10179f731e69.png",
      "completed_at": "2026-10-16T13:43:09.448992+00:00"
    },
    {
      "id": "avocado-centrifuge/16",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -7478.925,
          -7041.078,
          -231.749
        ],
        "eye": [
          -7478.925,
          -7041.078,
          -193.749
        ],
        "yaw": 19.723,
        "pitch": 0,
        "viewpos": "-7479,-7041,-232,20",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/16_back_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/16_back_collision.jpg",
      "output": "generated/avocado-centrifuge/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/16. Source eye=[-7478.925, -7041.078, -193.749], yaw=19.723, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9f09ff57-5641-4371-beb0-f2eaafe37c89.png",
      "completed_at": "2026-10-16T13:46:04.341073+00:00"
    },
    {
      "id": "avocado-centrifuge/17",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -9857.981,
          -5604.075,
          -231.749
        ],
        "eye": [
          -9857.981,
          -5604.075,
          -193.749
        ],
        "yaw": -51.884,
        "pitch": 0,
        "viewpos": "-9858,-5604,-232,-52",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/17_back_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/17_back_collision.jpg",
      "output": "generated/avocado-centrifuge/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/17. Source eye=[-9857.981, -5604.075, -193.749], yaw=-51.884, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-74acca29-248a-4032-95dd-6e2186bfd728.png",
      "completed_at": "2026-10-16T13:47:02.768659+00:00"
    },
    {
      "id": "avocado-centrifuge/18",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -10723.849,
          -2818.613,
          -231.749
        ],
        "eye": [
          -10723.849,
          -2818.613,
          -193.749
        ],
        "yaw": -79.477,
        "pitch": 0,
        "viewpos": "-10724,-2819,-232,-79",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/18_back_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/18_back_collision.jpg",
      "output": "generated/avocado-centrifuge/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/18. Source eye=[-10723.849, -2818.613, -193.749], yaw=-79.477, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ec69cb0a-b1e0-4a0b-8573-0984d827c2a8.png",
      "completed_at": "2026-10-16T13:47:02.716800+00:00"
    },
    {
      "id": "avocado-centrifuge/19",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -10165.196,
          -2660.823,
          -592.325
        ],
        "eye": [
          -10165.196,
          -2660.823,
          -554.325
        ],
        "yaw": 50.478,
        "pitch": -23.501,
        "viewpos": "-10165,-2661,-592,50",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/19_back_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/19_back_collision.jpg",
      "output": "generated/avocado-centrifuge/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/19. Source eye=[-10165.196, -2660.823, -554.325], yaw=50.478, pitch=-23.501. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d6956b16-5219-44d7-af0e-c19424c8751f.png",
      "completed_at": "2026-10-16T13:48:32.078367+00:00"
    },
    {
      "id": "avocado-centrifuge/20",
      "route": "avocado-centrifuge",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -7680,
          -5152,
          186
        ],
        "eye": [
          -7680,
          -5152,
          224
        ],
        "yaw": -103.666,
        "pitch": 13.362,
        "viewpos": "-7680,-5152,186,-104",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/avocado-centrifuge/shots/20_overview_greybox.jpg",
      "collision": "blockouts/avocado-centrifuge/shots/20_overview_collision.jpg",
      "output": "generated/avocado-centrifuge/20_overview_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Make a modern real-time game material/lighting edit of this exact greybox camera. Keep exact camera, perspective, all silhouettes, floor, ceiling, left post, walls and the LOWER-LEFT RECESSED SHAFT. This is an ENCLOSED INTERIOR. The pale gridded lower-left triangle is the solid inner wall of a recessed shaft, not sky. Show its depth and original opaque inner walls; absolutely NO sky, stars, city, windows or exterior anywhere in this frame. Preserve all existing floor edges and post without new geometry. Apply Golden Reverie: pristine opaque pearl ivory satin ceramic composite walls and ceiling, matte porcelain standing floors, pale champagne luminous-cream solid glass-ceramic for original slick surfaces, restrained static internal gold radiance and broad satin reflection, existing transparent regions only clear glass. Restrained yellow-gold concentrated light pools over bright ambient fill, gentle lavender-grey shadows; featherlight futuristic dreamspace, achievable game rendering. No physical ice, fog, bloom veil, particles, text, arrows, grids, checker textures, NPCs, new props, new openings, rails, trims or architecture. Original full frame 16:9, no crop. Source geometry remains authoritative.",
      "reference_images": [
        "blockouts/avocado-centrifuge/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-73fd8d57-6893-443a-ad74-7a814d1d2eea.png",
      "completed_at": "2026-10-16T13:53:35.232827+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/avocado-centrifuge/20_overview_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: avocado-centrifuge/20. Source eye=[-7680, -5152, 224], yaw=-103.666, pitch=13.362. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-63dede33-20aa-4984-a5ab-63b08b9fe60e.png",
          "reason": "Restore original enclosed lower-left recess and remove invented exterior."
        }
      ]
    },
    {
      "id": "pink-fling/01",
      "route": "pink-fling",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -8402.9,
          -1075.173,
          -678.7
        ],
        "eye": [
          -8402.9,
          -1075.173,
          -640.7
        ],
        "yaw": 26.153,
        "pitch": 0.143,
        "viewpos": "-8403,-1075,-679,26",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/01_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/01_route_collision.jpg",
      "output": "generated/pink-fling/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/01. Source eye=[-8402.9, -1075.173, -640.7], yaw=26.153, pitch=0.143. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-97d9dedc-dcf8-464e-98bc-5e1b96e8b4f7.png",
      "completed_at": "2026-10-16T13:47:26.793752+00:00"
    },
    {
      "id": "pink-fling/02",
      "route": "pink-fling",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -8170.029,
          -1067.049,
          -679.749
        ],
        "eye": [
          -8170.029,
          -1067.049,
          -641.749
        ],
        "yaw": 26.399,
        "pitch": 0,
        "viewpos": "-8170,-1067,-680,26",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/02_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/02_route_collision.jpg",
      "output": "generated/pink-fling/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/02. Source eye=[-8170.029, -1067.049, -641.749], yaw=26.399, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-48544ef1-7ef7-4157-b093-67a8ad44f319.png",
      "completed_at": "2026-10-16T13:48:00.303565+00:00"
    },
    {
      "id": "pink-fling/03",
      "route": "pink-fling",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -7749.452,
          -763.911,
          -679.749
        ],
        "eye": [
          -7749.452,
          -763.911,
          -641.749
        ],
        "yaw": -10.347,
        "pitch": 0,
        "viewpos": "-7749,-764,-680,-10",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/03_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/03_route_collision.jpg",
      "output": "generated/pink-fling/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/03. Source eye=[-7749.452, -763.911, -641.749], yaw=-10.347, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-92892c81-4d50-427a-9ae9-6c58a6ba3d0f.png",
      "completed_at": "2026-10-16T13:49:29.580384+00:00"
    },
    {
      "id": "pink-fling/04",
      "route": "pink-fling",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -7220.649,
          -801.99,
          -679.749
        ],
        "eye": [
          -7220.649,
          -801.99,
          -641.749
        ],
        "yaw": -26.097,
        "pitch": 0,
        "viewpos": "-7221,-802,-680,-26",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/04_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/04_route_collision.jpg",
      "output": "generated/pink-fling/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/04. Source eye=[-7220.649, -801.99, -641.749], yaw=-26.097, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-48652419-192a-4c63-af46-aed1e3602037.png",
      "completed_at": "2026-10-16T13:50:34.609874+00:00"
    },
    {
      "id": "pink-fling/05",
      "route": "pink-fling",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -6741.663,
          -1043.405,
          -679.749
        ],
        "eye": [
          -6741.663,
          -1043.405,
          -641.749
        ],
        "yaw": -14.543,
        "pitch": 0,
        "viewpos": "-6742,-1043,-680,-15",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/05_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/05_route_collision.jpg",
      "output": "generated/pink-fling/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/05. Source eye=[-6741.663, -1043.405, -641.749], yaw=-14.543, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d3659281-701b-4f14-9d32-3186c0b33bc7.png",
      "completed_at": "2026-10-16T13:53:45.759256+00:00"
    },
    {
      "id": "pink-fling/06",
      "route": "pink-fling",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -6236.217,
          -1216.205,
          -679.749
        ],
        "eye": [
          -6236.217,
          -1216.205,
          -641.749
        ],
        "yaw": 4.393,
        "pitch": 0,
        "viewpos": "-6236,-1216,-680,4",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/06_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/06_route_collision.jpg",
      "output": "generated/pink-fling/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/06. Source eye=[-6236.217, -1216.205, -641.749], yaw=4.393, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ba899d64-6c59-4a3e-8a9f-58cef6e7c4d6.png",
      "completed_at": "2026-10-16T13:50:07.925769+00:00"
    },
    {
      "id": "pink-fling/07",
      "route": "pink-fling",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -5701.43,
          -1211.103,
          -679.749
        ],
        "eye": [
          -5701.43,
          -1211.103,
          -641.749
        ],
        "yaw": 17.145,
        "pitch": 0,
        "viewpos": "-5701,-1211,-680,17",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/07_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/07_route_collision.jpg",
      "output": "generated/pink-fling/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/07. Source eye=[-5701.43, -1211.103, -641.749], yaw=17.145, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9d3ed64d-a9af-4aad-8845-6e8254aee6ce.png",
      "completed_at": "2026-10-16T13:48:00.253163+00:00"
    },
    {
      "id": "pink-fling/08",
      "route": "pink-fling",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -5187.021,
          -1059.975,
          -679.749
        ],
        "eye": [
          -5187.021,
          -1059.975,
          -641.749
        ],
        "yaw": 14.725,
        "pitch": 0,
        "viewpos": "-5187,-1060,-680,15",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/08_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/08_route_collision.jpg",
      "output": "generated/pink-fling/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/08. Source eye=[-5187.021, -1059.975, -641.749], yaw=14.725, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
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      ],
      "size": [
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        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bb28de91-434d-4ec5-bb8f-ef7489d72336.png",
      "completed_at": "2026-10-16T13:48:59.384073+00:00"
    },
    {
      "id": "pink-fling/09",
      "route": "pink-fling",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -4675.188,
          -899.002,
          -679.749
        ],
        "eye": [
          -4675.188,
          -899.002,
          -641.749
        ],
        "yaw": 0.146,
        "pitch": 0,
        "viewpos": "-4675,-899,-680,0",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/09_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/09_route_collision.jpg",
      "output": "generated/pink-fling/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/09. Source eye=[-4675.188, -899.002, -641.749], yaw=0.146, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/09_route_greybox.jpg"
      ],
      "size": [
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        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3e70b7fa-eaa4-49db-a4d2-a9c1c4a8cb50.png",
      "completed_at": "2026-10-16T13:50:34.655597+00:00"
    },
    {
      "id": "pink-fling/10",
      "route": "pink-fling",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -4141.227,
          -865.422,
          -679.749
        ],
        "eye": [
          -4141.227,
          -865.422,
          -641.749
        ],
        "yaw": -10.342,
        "pitch": 0,
        "viewpos": "-4141,-865,-680,-10",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/10_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/10_route_collision.jpg",
      "output": "generated/pink-fling/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/10. Source eye=[-4141.227, -865.422, -641.749], yaw=-10.342, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a5e70072-d039-4998-8551-56dded11ac0b.png",
      "completed_at": "2026-10-16T13:54:41.005657+00:00"
    },
    {
      "id": "pink-fling/11",
      "route": "pink-fling",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -3612.608,
          -957.335,
          -679.749
        ],
        "eye": [
          -3612.608,
          -957.335,
          -641.749
        ],
        "yaw": -10.377,
        "pitch": 0,
        "viewpos": "-3613,-957,-680,-10",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/11_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/11_route_collision.jpg",
      "output": "generated/pink-fling/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/11. Source eye=[-3612.608, -957.335, -641.749], yaw=-10.377, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f0f40ff0-701f-4b21-a9b7-99c0d98236a0.png",
      "completed_at": "2026-10-16T13:55:24.047351+00:00"
    },
    {
      "id": "pink-fling/12",
      "route": "pink-fling",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -3085.95,
          -1061.739,
          -679.749
        ],
        "eye": [
          -3085.95,
          -1061.739,
          -641.749
        ],
        "yaw": -4.616,
        "pitch": -3.01,
        "viewpos": "-3086,-1062,-680,-5",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/12_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/12_route_collision.jpg",
      "output": "generated/pink-fling/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/12. Source eye=[-3085.95, -1061.739, -641.749], yaw=-4.616, pitch=-3.01. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e2dd0e05-0248-4463-af88-588a2ea344ec.png",
      "completed_at": "2026-10-16T13:50:07.979699+00:00"
    },
    {
      "id": "pink-fling/13",
      "route": "pink-fling",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -2552.678,
          -1120.597,
          -678.72
        ],
        "eye": [
          -2552.678,
          -1120.597,
          -640.72
        ],
        "yaw": 10.879,
        "pitch": -35,
        "viewpos": "-2553,-1121,-679,11",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/13_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/13_route_collision.jpg",
      "output": "generated/pink-fling/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/13. Source eye=[-2552.678, -1120.597, -640.72], yaw=10.879, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bc03df73-64e8-41ee-9b03-c22281a42066.png",
      "completed_at": "2026-10-16T13:54:40.781994+00:00"
    },
    {
      "id": "pink-fling/14",
      "route": "pink-fling",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -2144.838,
          -1094.703,
          -413.421
        ],
        "eye": [
          -2144.838,
          -1094.703,
          -375.421
        ],
        "yaw": 134.755,
        "pitch": -35,
        "viewpos": "-2145,-1095,-413,135",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/14_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/14_route_collision.jpg",
      "output": "generated/pink-fling/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/14. Source eye=[-2144.838, -1094.703, -375.421], yaw=134.755, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9fd18e75-d626-4963-adbe-2f40a70b2c1c.png",
      "completed_at": "2026-10-16T13:52:46.412199+00:00"
    },
    {
      "id": "pink-fling/15",
      "route": "pink-fling",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -2327.946,
          -919.579,
          29.377
        ],
        "eye": [
          -2327.946,
          -919.579,
          67.377
        ],
        "yaw": 139.701,
        "pitch": -7.956,
        "viewpos": "-2328,-920,29,140",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/15_route_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/15_route_collision.jpg",
      "output": "generated/pink-fling/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/15. Source eye=[-2327.946, -919.579, 67.377], yaw=139.701, pitch=-7.956. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1c12c616-fd7f-4640-a5e5-5fc07bf14fbc.png",
      "completed_at": "2026-10-16T13:53:45.814810+00:00"
    },
    {
      "id": "pink-fling/16",
      "route": "pink-fling",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -6645.333,
          -1090.838,
          -679.749
        ],
        "eye": [
          -6645.333,
          -1090.838,
          -641.749
        ],
        "yaw": 155.066,
        "pitch": 0,
        "viewpos": "-6645,-1091,-680,155",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/16_back_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/16_back_collision.jpg",
      "output": "generated/pink-fling/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/16. Source eye=[-6645.333, -1090.838, -641.749], yaw=155.066, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c737f3c2-6555-43a5-976c-0a4fec72ee60.png",
      "completed_at": "2026-10-16T13:56:26.921817+00:00"
    },
    {
      "id": "pink-fling/17",
      "route": "pink-fling",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -4844.325,
          -943.601,
          -679.749
        ],
        "eye": [
          -4844.325,
          -943.601,
          -641.749
        ],
        "yaw": -161.695,
        "pitch": 0,
        "viewpos": "-4844,-944,-680,-162",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/17_back_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/17_back_collision.jpg",
      "output": "generated/pink-fling/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/17. Source eye=[-4844.325, -943.601, -641.749], yaw=-161.695, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-85b0b438-bd29-4026-a93e-7638ce65c4be.png",
      "completed_at": "2026-10-16T13:55:14.221507+00:00"
    },
    {
      "id": "pink-fling/18",
      "route": "pink-fling",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -3007.499,
          -1074.875,
          -679.749
        ],
        "eye": [
          -3007.499,
          -1074.875,
          -641.749
        ],
        "yaw": 168.917,
        "pitch": 0,
        "viewpos": "-3007,-1075,-680,169",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/18_back_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/18_back_collision.jpg",
      "output": "generated/pink-fling/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/18. Source eye=[-3007.499, -1074.875, -641.749], yaw=168.917, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ce6bae16-4558-4c51-9547-a3fb4297953c.png",
      "completed_at": "2026-10-16T13:53:15.961625+00:00"
    },
    {
      "id": "pink-fling/19",
      "route": "pink-fling",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -2530.266,
          -692.868,
          158.309
        ],
        "eye": [
          -2530.266,
          -692.868,
          196.309
        ],
        "yaw": -44.405,
        "pitch": 35,
        "viewpos": "-2530,-693,158,-44",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/19_back_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/19_back_collision.jpg",
      "output": "generated/pink-fling/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/19. Source eye=[-2530.266, -692.868, 196.309], yaw=-44.405, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-069add79-8796-416d-a844-6ff1eec5c4ff.png",
      "completed_at": "2026-10-16T13:53:45.868216+00:00"
    },
    {
      "id": "pink-fling/20",
      "route": "pink-fling",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -8416,
          -1280,
          186
        ],
        "eye": [
          -8416,
          -1280,
          224
        ],
        "yaw": 1.733,
        "pitch": 22.62,
        "viewpos": "-8416,-1280,186,2",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/pink-fling/shots/20_overview_greybox.jpg",
      "collision": "blockouts/pink-fling/shots/20_overview_collision.jpg",
      "output": "generated/pink-fling/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: pink-fling/20. Source eye=[-8416, -1280, 224], yaw=1.733, pitch=22.62. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/pink-fling/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a7033e24-5a0d-4d12-9ef2-40f429f41ca5.png",
      "completed_at": "2026-10-16T13:54:09.506778+00:00"
    },
    {
      "id": "gray-vert/01",
      "route": "gray-vert",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -2889.729,
          -346.898,
          85.021
        ],
        "eye": [
          -2889.729,
          -346.898,
          123.021
        ],
        "yaw": 178.991,
        "pitch": 23.823,
        "viewpos": "-2890,-347,85,179",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/01_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/01_route_collision.jpg",
      "output": "generated/gray-vert/01_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Edit this ONE exact greybox camera into a modern real-time game render, preserving full-frame camera, viewing direction, perspective and EVERY original plane and silhouette. The narrow entrance passage is ENCLOSED. All pale GRIDDDED surfaces on the LEFT and RIGHT are OPAQUE SOLID WALLS. The source JSON confirms the left wall has see_through=false. It is NOT glass, window or outside. Keep both walls opaque all the way to the vanishing point. Show NO sky, stars, clouds, city, exterior or transparency anywhere in this image. Keep the same ceiling and floor and close-up composition including all original corners; no new architectural forms. Golden Reverie materials: pristine warm pearl satin ceramic-composite opaque boundaries, pale champagne opaque luminous-cream solid photonic ceramic for slick/riding surfaces, dry matte porcelain-composite non-slick ground. Slick is a movement flag and does not imply ice or transparency. Concentrated soft yellow-gold pools over bright ambient light, subtle lavender-grey shadows, freeing featherlight dreamspace. Achievable game PBR rendering, restrained broad reflections, not wet mirror. No added props, rails, trims, text, arrows, grid texture, machinery, people, fog, bloom veil or animated effects. 16:9 unchanged full-frame composition. Material/lighting change ONLY.",
      "reference_images": [
        "blockouts/gray-vert/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e26679d4-f639-4abc-b568-682f126b0f1b.png",
      "completed_at": "2026-10-16T14:12:55.031437+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/gray-vert/01_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/01. Source eye=[-2889.729, -346.898, 123.021], yaw=178.991, pitch=23.823. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c64097fe-8bb4-4d69-a1b9-b9b5b31f8a01.png",
          "reason": "Source entry walls are opaque (see_through false); remove invented glass and exterior."
        }
      ]
    },
    {
      "id": "gray-vert/02",
      "route": "gray-vert",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -3558.497,
          -335.125,
          -210.403
        ],
        "eye": [
          -3558.497,
          -335.125,
          -172.403
        ],
        "yaw": 180,
        "pitch": 27.509,
        "viewpos": "-3558,-335,-210,180",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/02_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/02_route_collision.jpg",
      "output": "generated/gray-vert/02_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Edit this ONE exact greybox camera into a modern real-time game render, preserving full-frame camera, viewing direction, perspective and EVERY original plane and silhouette. The narrow entrance passage is ENCLOSED. All pale GRIDDDED surfaces on the LEFT and RIGHT are OPAQUE SOLID WALLS. The source JSON confirms the left wall has see_through=false. It is NOT glass, window or outside. Keep both walls opaque all the way to the vanishing point. Show NO sky, stars, clouds, city, exterior or transparency anywhere in this image. Keep the same ceiling and floor and close-up composition including all original corners; no new architectural forms. Golden Reverie materials: pristine warm pearl satin ceramic-composite opaque boundaries, pale champagne opaque luminous-cream solid photonic ceramic for slick/riding surfaces, dry matte porcelain-composite non-slick ground. Slick is a movement flag and does not imply ice or transparency. Concentrated soft yellow-gold pools over bright ambient light, subtle lavender-grey shadows, freeing featherlight dreamspace. Achievable game PBR rendering, restrained broad reflections, not wet mirror. No added props, rails, trims, text, arrows, grid texture, machinery, people, fog, bloom veil or animated effects. 16:9 unchanged full-frame composition. Material/lighting change ONLY.",
      "reference_images": [
        "blockouts/gray-vert/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-19835e6b-9450-41f9-9e00-d768d805771c.png",
      "completed_at": "2026-10-16T14:12:55.212274+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/gray-vert/02_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/02. Source eye=[-3558.497, -335.125, -172.403], yaw=180, pitch=27.509. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-eed212d3-95e2-473b-9522-b91b3302ce18.png",
          "reason": "Source entry walls are opaque (see_through false); remove invented glass and exterior."
        }
      ]
    },
    {
      "id": "gray-vert/03",
      "route": "gray-vert",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -4235.374,
          -335.125,
          -562.876
        ],
        "eye": [
          -4235.374,
          -335.125,
          -524.876
        ],
        "yaw": -180,
        "pitch": 24.091,
        "viewpos": "-4235,-335,-563,-180",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/03_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/03_route_collision.jpg",
      "output": "generated/gray-vert/03_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Edit this ONE exact greybox camera into a modern real-time game render, preserving full-frame camera, viewing direction, perspective and EVERY original plane and silhouette. The narrow entrance passage is ENCLOSED. All pale GRIDDDED surfaces on the LEFT and RIGHT are OPAQUE SOLID WALLS. The source JSON confirms the left wall has see_through=false. It is NOT glass, window or outside. Keep both walls opaque all the way to the vanishing point. Show NO sky, stars, clouds, city, exterior or transparency anywhere in this image. Keep the same ceiling and floor and close-up composition including all original corners; no new architectural forms. Golden Reverie materials: pristine warm pearl satin ceramic-composite opaque boundaries, pale champagne opaque luminous-cream solid photonic ceramic for slick/riding surfaces, dry matte porcelain-composite non-slick ground. Slick is a movement flag and does not imply ice or transparency. Concentrated soft yellow-gold pools over bright ambient light, subtle lavender-grey shadows, freeing featherlight dreamspace. Achievable game PBR rendering, restrained broad reflections, not wet mirror. No added props, rails, trims, text, arrows, grid texture, machinery, people, fog, bloom veil or animated effects. 16:9 unchanged full-frame composition. Material/lighting change ONLY.",
      "reference_images": [
        "blockouts/gray-vert/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-626725a5-1b7a-4c62-8f0b-d8621c6aba51.png",
      "completed_at": "2026-10-16T14:12:55.388501+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/gray-vert/03_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/03. Source eye=[-4235.374, -335.125, -524.876], yaw=-180, pitch=24.091. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b9460def-3610-41f1-b61d-a6f417a70787.png",
          "reason": "Source entry walls are opaque (see_through false); remove invented glass and exterior."
        }
      ]
    },
    {
      "id": "gray-vert/04",
      "route": "gray-vert",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -4936.812,
          -335.125,
          -876.522
        ],
        "eye": [
          -4936.812,
          -335.125,
          -838.522
        ],
        "yaw": 115.674,
        "pitch": 28.352,
        "viewpos": "-4937,-335,-877,116",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/04_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/04_route_collision.jpg",
      "output": "generated/gray-vert/04_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Edit this ONE exact greybox camera into a modern real-time game render, preserving full-frame camera, viewing direction, perspective and EVERY original plane and silhouette. The narrow entrance passage is ENCLOSED. All pale GRIDDDED surfaces on the LEFT and RIGHT are OPAQUE SOLID WALLS. The source JSON confirms the left wall has see_through=false. It is NOT glass, window or outside. Keep both walls opaque all the way to the vanishing point. Show NO sky, stars, clouds, city, exterior or transparency anywhere in this image. Keep the same ceiling and floor and close-up composition including all original corners; no new architectural forms. Golden Reverie materials: pristine warm pearl satin ceramic-composite opaque boundaries, pale champagne opaque luminous-cream solid photonic ceramic for slick/riding surfaces, dry matte porcelain-composite non-slick ground. Slick is a movement flag and does not imply ice or transparency. Concentrated soft yellow-gold pools over bright ambient light, subtle lavender-grey shadows, freeing featherlight dreamspace. Achievable game PBR rendering, restrained broad reflections, not wet mirror. No added props, rails, trims, text, arrows, grid texture, machinery, people, fog, bloom veil or animated effects. 16:9 unchanged full-frame composition. Material/lighting change ONLY.",
      "reference_images": [
        "blockouts/gray-vert/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-49f4d7d4-ae89-4d98-b74a-d9b1512b1779.png",
      "completed_at": "2026-10-16T14:12:55.556177+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/gray-vert/04_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/04. Source eye=[-4936.812, -335.125, -838.522], yaw=115.674, pitch=28.352. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bda9a561-13ba-4146-ba43-3df80cb5549a.png",
          "reason": "Source entry walls are opaque (see_through false); remove invented glass and exterior."
        }
      ]
    },
    {
      "id": "gray-vert/05",
      "route": "gray-vert",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -5145.018,
          98.164,
          -1136.35
        ],
        "eye": [
          -5145.018,
          98.164,
          -1098.35
        ],
        "yaw": 88.244,
        "pitch": 26.767,
        "viewpos": "-5145,98,-1136,88",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/05_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/05_route_collision.jpg",
      "output": "generated/gray-vert/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/05. Source eye=[-5145.018, 98.164, -1098.35], yaw=88.244, pitch=26.767. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8e655b74-e779-47b7-b86a-52a216b352f2.png",
      "completed_at": "2026-10-16T13:58:59.507675+00:00"
    },
    {
      "id": "gray-vert/06",
      "route": "gray-vert",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -5125.904,
          716.01,
          -1447.875
        ],
        "eye": [
          -5125.904,
          716.01,
          -1409.875
        ],
        "yaw": 32.847,
        "pitch": -4.095,
        "viewpos": "-5126,716,-1448,33",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/06_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/06_route_collision.jpg",
      "output": "generated/gray-vert/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/06. Source eye=[-5125.904, 716.01, -1409.875], yaw=32.847, pitch=-4.095. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d06858aa-da7a-49aa-8b3a-2465e89eaeef.png",
      "completed_at": "2026-10-16T13:56:26.973792+00:00"
    },
    {
      "id": "gray-vert/07",
      "route": "gray-vert",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -4528.5,
          1101.302,
          -1397.046
        ],
        "eye": [
          -4528.5,
          1101.302,
          -1359.046
        ],
        "yaw": -28.879,
        "pitch": 3.901,
        "viewpos": "-4528,1101,-1397,-29",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/07_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/07_route_collision.jpg",
      "output": "generated/gray-vert/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/07. Source eye=[-4528.5, 1101.302, -1359.046], yaw=-28.879, pitch=3.901. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f62b425f-0752-4048-8a23-6c59c167969e.png",
      "completed_at": "2026-10-16T13:56:26.869342+00:00"
    },
    {
      "id": "gray-vert/08",
      "route": "gray-vert",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -3875.513,
          740.917,
          -1447.875
        ],
        "eye": [
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          740.917,
          -1409.875
        ],
        "yaw": -65.863,
        "pitch": -17.514,
        "viewpos": "-3876,741,-1448,-66",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/08_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/08_route_collision.jpg",
      "output": "generated/gray-vert/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/08. Source eye=[-3875.513, 740.917, -1409.875], yaw=-65.863, pitch=-17.514. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-820e83cd-a031-4a9d-adb3-ecaa0c05db4e.png",
      "completed_at": "2026-10-16T13:56:27.028506+00:00"
    },
    {
      "id": "gray-vert/09",
      "route": "gray-vert",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -3592.957,
          110.161,
          -1229.422
        ],
        "eye": [
          -3592.957,
          110.161,
          -1191.422
        ],
        "yaw": -90.203,
        "pitch": -35,
        "viewpos": "-3593,110,-1229,-90",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/09_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/09_route_collision.jpg",
      "output": "generated/gray-vert/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/09. Source eye=[-3592.957, 110.161, -1191.422], yaw=-90.203, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7fea3124-6b16-4d11-b920-94f3e2d5d6d7.png",
      "completed_at": "2026-10-16T13:58:46.569843+00:00"
    },
    {
      "id": "gray-vert/10",
      "route": "gray-vert",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -3593.6,
          -30.518,
          -485.964
        ],
        "eye": [
          -3593.6,
          -30.518,
          -447.964
        ],
        "yaw": 176.011,
        "pitch": -1.276,
        "viewpos": "-3594,-31,-486,176",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/10_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/10_route_collision.jpg",
      "output": "generated/gray-vert/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/10. Source eye=[-3593.6, -30.518, -447.964], yaw=176.011, pitch=-1.276. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-fbb9ec7a-cb76-45fb-9f11-6790c6f5ad45.png",
      "completed_at": "2026-10-16T13:58:47.042902+00:00"
    },
    {
      "id": "gray-vert/11",
      "route": "gray-vert",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -4170.825,
          9.784,
          -473.493
        ],
        "eye": [
          -4170.825,
          9.784,
          -435.493
        ],
        "yaw": 175.887,
        "pitch": 35,
        "viewpos": "-4171,10,-473,176",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/11_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/11_route_collision.jpg",
      "output": "generated/gray-vert/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/11. Source eye=[-4170.825, 9.784, -435.493], yaw=175.887, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
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      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8b9ec460-5f91-43e5-88d3-7410eff9f9bb.png",
      "completed_at": "2026-10-16T13:56:51.192755+00:00"
    },
    {
      "id": "gray-vert/12",
      "route": "gray-vert",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -4618.618,
          42.088,
          -1093.806
        ],
        "eye": [
          -4618.618,
          42.088,
          -1055.806
        ],
        "yaw": 117.614,
        "pitch": 29.657,
        "viewpos": "-4619,42,-1094,118",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/12_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/12_route_collision.jpg",
      "output": "generated/gray-vert/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/12. Source eye=[-4618.618, 42.088, -1055.806], yaw=117.614, pitch=29.657. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
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      ],
      "size": [
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        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-54b2415a-9eeb-43e0-9b62-1161cdce1506.png",
      "completed_at": "2026-10-16T13:57:55.457357+00:00"
    },
    {
      "id": "gray-vert/13",
      "route": "gray-vert",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -4906.942,
          593.653,
          -1447.875
        ],
        "eye": [
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          593.653,
          -1409.875
        ],
        "yaw": 89.28,
        "pitch": -16.76,
        "viewpos": "-4907,594,-1448,89",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/13_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/13_route_collision.jpg",
      "output": "generated/gray-vert/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/13. Source eye=[-4906.942, 593.653, -1409.875], yaw=89.28, pitch=-16.76. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
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      ],
      "size": [
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      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c9da27d1-5523-43ef-8770-b8a446999f00.png",
      "completed_at": "2026-10-16T13:58:46.981105+00:00"
    },
    {
      "id": "gray-vert/14",
      "route": "gray-vert",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -4898.152,
          1291.421,
          -1237.371
        ],
        "eye": [
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          1291.421,
          -1199.371
        ],
        "yaw": 103.36,
        "pitch": -35,
        "viewpos": "-4898,1291,-1237,103",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/14_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/14_route_collision.jpg",
      "output": "generated/gray-vert/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/14. Source eye=[-4898.152, 1291.421, -1199.371], yaw=103.36, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e9826575-5674-4170-8939-406aa3a5f58d.png",
      "completed_at": "2026-10-16T13:57:23.756452+00:00"
    },
    {
      "id": "gray-vert/15",
      "route": "gray-vert",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -4926.984,
          1412.454,
          -492.246
        ],
        "eye": [
          -4926.984,
          1412.454,
          -454.246
        ],
        "yaw": -135.562,
        "pitch": -35,
        "viewpos": "-4927,1412,-492,-136",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/15_route_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/15_route_collision.jpg",
      "output": "generated/gray-vert/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/15. Source eye=[-4926.984, 1412.454, -454.246], yaw=-135.562, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-452b621c-150f-45ca-be1e-5b29a70131fe.png",
      "completed_at": "2026-10-16T13:57:23.660696+00:00"
    },
    {
      "id": "gray-vert/16",
      "route": "gray-vert",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -5153.179,
          159.504,
          -1276.682
        ],
        "eye": [
          -5153.179,
          159.504,
          -1238.682
        ],
        "yaw": -81.137,
        "pitch": -35,
        "viewpos": "-5153,160,-1277,-81",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/16_back_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/16_back_collision.jpg",
      "output": "generated/gray-vert/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/16. Source eye=[-5153.179, 159.504, -1238.682], yaw=-81.137, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ce79a533-f1c1-41ae-abb4-ca4f7e0f72a7.png",
      "completed_at": "2026-10-16T13:58:59.455748+00:00"
    },
    {
      "id": "gray-vert/17",
      "route": "gray-vert",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -3639.573,
          293.407,
          -1389.355
        ],
        "eye": [
          -3639.573,
          293.407,
          -1351.355
        ],
        "yaw": 123.825,
        "pitch": 4.344,
        "viewpos": "-3640,293,-1389,124",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/17_back_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/17_back_collision.jpg",
      "output": "generated/gray-vert/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/17. Source eye=[-3639.573, 293.407, -1351.355], yaw=123.825, pitch=4.344. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-fb348b9e-8563-45cb-9d02-cbe22fc96f8a.png",
      "completed_at": "2026-10-16T14:00:39.500472+00:00"
    },
    {
      "id": "gray-vert/18",
      "route": "gray-vert",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -4676.31,
          81.728,
          -1183.425
        ],
        "eye": [
          -4676.31,
          81.728,
          -1145.425
        ],
        "yaw": -7.836,
        "pitch": -35,
        "viewpos": "-4676,82,-1183,-8",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/18_back_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/18_back_collision.jpg",
      "output": "generated/gray-vert/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/18. Source eye=[-4676.31, 81.728, -1145.425], yaw=-7.836, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e883e19d-90a6-4cda-9f36-b3e2889c71dc.png",
      "completed_at": "2026-10-16T13:58:46.930444+00:00"
    },
    {
      "id": "gray-vert/19",
      "route": "gray-vert",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -5017.863,
          1356.123,
          -31.053
        ],
        "eye": [
          -5017.863,
          1356.123,
          6.947
        ],
        "yaw": 22.04,
        "pitch": 35,
        "viewpos": "-5018,1356,-31,22",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/19_back_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/19_back_collision.jpg",
      "output": "generated/gray-vert/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/19. Source eye=[-5017.863, 1356.123, 6.947], yaw=22.04, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f0835560-525f-4931-a1a0-bd1f8255dfe5.png",
      "completed_at": "2026-10-16T14:01:10.410155+00:00"
    },
    {
      "id": "gray-vert/20",
      "route": "gray-vert",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -2720,
          -544,
          122
        ],
        "eye": [
          -2720,
          -544,
          160
        ],
        "yaw": 152.715,
        "pitch": 30.649,
        "viewpos": "-2720,-544,122,153",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/gray-vert/shots/20_overview_greybox.jpg",
      "collision": "blockouts/gray-vert/shots/20_overview_collision.jpg",
      "output": "generated/gray-vert/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: gray-vert/20. Source eye=[-2720, -544, 160], yaw=152.715, pitch=30.649. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/gray-vert/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c9fb7cf9-7691-4395-a2c2-9095d3eaf7ce.png",
      "completed_at": "2026-10-16T13:59:50.817878+00:00"
    },
    {
      "id": "slate-air/01",
      "route": "slate-air",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -5882.079,
          83.422,
          -934.875
        ],
        "eye": [
          -5882.079,
          83.422,
          -896.875
        ],
        "yaw": 102.486,
        "pitch": 10.739,
        "viewpos": "-5882,83,-935,102",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/01_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/01_route_collision.jpg",
      "output": "generated/slate-air/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/01. Source eye=[-5882.079, 83.422, -896.875], yaw=102.486, pitch=10.739. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3f1eca60-8061-4fe9-84d2-6388c1f95125.png",
      "completed_at": "2026-10-16T14:00:26.250485+00:00"
    },
    {
      "id": "slate-air/02",
      "route": "slate-air",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -6053.407,
          754.862,
          -1065.73
        ],
        "eye": [
          -6053.407,
          754.862,
          -1027.73
        ],
        "yaw": 139.19,
        "pitch": 7.33,
        "viewpos": "-6053,755,-1066,139",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/02_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/02_route_collision.jpg",
      "output": "generated/slate-air/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/02. Source eye=[-6053.407, 754.862, -1027.73], yaw=139.19, pitch=7.33. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-345f8ff6-1398-46da-82a3-73d1aa3806d7.png",
      "completed_at": "2026-10-16T14:00:14.340097+00:00"
    },
    {
      "id": "slate-air/03",
      "route": "slate-air",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -6688.816,
          1276.242,
          -1166.861
        ],
        "eye": [
          -6688.816,
          1276.242,
          -1128.861
        ],
        "yaw": 170.726,
        "pitch": 1.738,
        "viewpos": "-6689,1276,-1167,171",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/03_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/03_route_collision.jpg",
      "output": "generated/slate-air/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/03. Source eye=[-6688.816, 1276.242, -1128.861], yaw=170.726, pitch=1.738. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-41ddc79b-4aa9-4a96-bee9-43f52369c3f4.png",
      "completed_at": "2026-10-16T14:01:58.671414+00:00"
    },
    {
      "id": "slate-air/04",
      "route": "slate-air",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -7513.058,
          1395.485,
          -1190.589
        ],
        "eye": [
          -7513.058,
          1395.485,
          -1152.589
        ],
        "yaw": -177.527,
        "pitch": -17.159,
        "viewpos": "-7513,1395,-1191,-178",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/04_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/04_route_collision.jpg",
      "output": "generated/slate-air/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/04. Source eye=[-7513.058, 1395.485, -1152.589], yaw=-177.527, pitch=-17.159. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-210e716a-0b93-418a-9de1-a390241bf1b3.png",
      "completed_at": "2026-10-16T14:00:26.376508+00:00"
    },
    {
      "id": "slate-air/05",
      "route": "slate-air",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -8245.588,
          1372.974,
          -914.769
        ],
        "eye": [
          -8245.588,
          1372.974,
          -876.769
        ],
        "yaw": 118.617,
        "pitch": -35,
        "viewpos": "-8246,1373,-915,119",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/05_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/05_route_collision.jpg",
      "output": "generated/slate-air/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/05. Source eye=[-8245.588, 1372.974, -876.769], yaw=118.617, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-af41b7d2-c4a8-4a85-9560-7837258d4280.png",
      "completed_at": "2026-10-16T14:00:26.297898+00:00"
    },
    {
      "id": "slate-air/06",
      "route": "slate-air",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -8323.781,
          1536.03,
          -101.294
        ],
        "eye": [
          -8323.781,
          1536.03,
          -63.294
        ],
        "yaw": 89.366,
        "pitch": 5.596,
        "viewpos": "-8324,1536,-101,89",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/06_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/06_route_collision.jpg",
      "output": "generated/slate-air/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/06. Source eye=[-8323.781, 1536.03, -63.294], yaw=89.366, pitch=5.596. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-fe448070-f607-47a0-8213-02590426ec1c.png",
      "completed_at": "2026-10-16T14:01:58.773976+00:00"
    },
    {
      "id": "slate-air/07",
      "route": "slate-air",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -8316.786,
          2016.627,
          -208.654
        ],
        "eye": [
          -8316.786,
          2016.627,
          -170.654
        ],
        "yaw": 77.684,
        "pitch": 35,
        "viewpos": "-8317,2017,-209,78",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/07_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/07_route_collision.jpg",
      "output": "generated/slate-air/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/07. Source eye=[-8316.786, 2016.627, -170.654], yaw=77.684, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/07_route_greybox.jpg"
      ],
      "size": [
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        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-588e64f1-4c8c-4935-af62-063762ec4d4b.png",
      "completed_at": "2026-10-16T14:01:58.720146+00:00"
    },
    {
      "id": "slate-air/08",
      "route": "slate-air",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -8215.734,
          2350.837,
          -963.95
        ],
        "eye": [
          -8215.734,
          2350.837,
          -925.95
        ],
        "yaw": 12.537,
        "pitch": 18.323,
        "viewpos": "-8216,2351,-964,13",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/08_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/08_route_collision.jpg",
      "output": "generated/slate-air/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/08. Source eye=[-8215.734, 2350.837, -925.95], yaw=12.537, pitch=18.323. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/08_route_greybox.jpg"
      ],
      "size": [
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        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a13b5b1c-4055-4cc8-84d7-b6a5cc6005f9.png",
      "completed_at": "2026-10-16T14:03:21.784220+00:00"
    },
    {
      "id": "slate-air/09",
      "route": "slate-air",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -7471.678,
          2498.163,
          -1191.875
        ],
        "eye": [
          -7471.678,
          2498.163,
          -1153.875
        ],
        "yaw": -10.986,
        "pitch": 0,
        "viewpos": "-7472,2498,-1192,-11",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/09_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/09_route_collision.jpg",
      "output": "generated/slate-air/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/09. Source eye=[-7471.678, 2498.163, -1153.875], yaw=-10.986, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-25082f93-2e33-4c00-94b7-c30647dc521b.png",
      "completed_at": "2026-10-16T14:01:32.796448+00:00"
    },
    {
      "id": "slate-air/10",
      "route": "slate-air",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -6649.356,
          2332.875,
          -1191.875
        ],
        "eye": [
          -6649.356,
          2332.875,
          -1153.875
        ],
        "yaw": -21.83,
        "pitch": 0,
        "viewpos": "-6649,2333,-1192,-22",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/10_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/10_route_collision.jpg",
      "output": "generated/slate-air/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/10. Source eye=[-6649.356, 2332.875, -1153.875], yaw=-21.83, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a24a6c82-ac18-4b4a-b827-e1a76f1707a3.png",
      "completed_at": "2026-10-16T14:03:47.516283+00:00"
    },
    {
      "id": "slate-air/11",
      "route": "slate-air",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -5869.313,
          2021.858,
          -1191.875
        ],
        "eye": [
          -5869.313,
          2021.858,
          -1153.875
        ],
        "yaw": -11.051,
        "pitch": 0,
        "viewpos": "-5869,2022,-1192,-11",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/11_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/11_route_collision.jpg",
      "output": "generated/slate-air/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/11. Source eye=[-5869.313, 2021.858, -1153.875], yaw=-11.051, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d6453585-97ec-4422-bcfe-7edfe9330500.png",
      "completed_at": "2026-10-16T14:02:48.343226+00:00"
    },
    {
      "id": "slate-air/12",
      "route": "slate-air",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -5045.789,
          1866.632,
          -1191.875
        ],
        "eye": [
          -5045.789,
          1866.632,
          -1153.875
        ],
        "yaw": -0.302,
        "pitch": -15.698,
        "viewpos": "-5046,1867,-1192,-0",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/12_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/12_route_collision.jpg",
      "output": "generated/slate-air/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/12. Source eye=[-5045.789, 1866.632, -1153.875], yaw=-0.302, pitch=-15.698. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-63027d04-474a-493c-8f8e-25a112a6a391.png",
      "completed_at": "2026-10-16T14:03:21.832180+00:00"
    },
    {
      "id": "slate-air/13",
      "route": "slate-air",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -4287.658,
          1869.692,
          -941.54
        ],
        "eye": [
          -4287.658,
          1869.692,
          -903.54
        ],
        "yaw": 11.114,
        "pitch": -35,
        "viewpos": "-4288,1870,-942,11",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/13_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/13_route_collision.jpg",
      "output": "generated/slate-air/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/13. Source eye=[-4287.658, 1869.692, -903.54], yaw=11.114, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-17218c6a-a395-40a0-b7d9-e8b6dcda9723.png",
      "completed_at": "2026-10-16T14:03:47.264265+00:00"
    },
    {
      "id": "slate-air/14",
      "route": "slate-air",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -3633.369,
          1996.721,
          -433.382
        ],
        "eye": [
          -3633.369,
          1996.721,
          -395.382
        ],
        "yaw": 4.117,
        "pitch": -21.903,
        "viewpos": "-3633,1997,-433,4",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/14_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/14_route_collision.jpg",
      "output": "generated/slate-air/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/14. Source eye=[-3633.369, 1996.721, -395.382], yaw=4.117, pitch=-21.903. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-24818885-ff5f-4e2e-a8b6-2e26ee9c9d6d.png",
      "completed_at": "2026-10-16T14:05:14.316749+00:00"
    },
    {
      "id": "slate-air/15",
      "route": "slate-air",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -2855.568,
          2046,
          -133.582
        ],
        "eye": [
          -2855.568,
          2046,
          -95.582
        ],
        "yaw": -36.403,
        "pitch": -28.067,
        "viewpos": "-2856,2046,-134,-36",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/15_route_greybox.jpg",
      "collision": "blockouts/slate-air/shots/15_route_collision.jpg",
      "output": "generated/slate-air/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/15. Source eye=[-2855.568, 2046, -95.582], yaw=-36.403, pitch=-28.067. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-92fcd6a0-4413-4a5c-83bb-ec697fc119ac.png",
      "completed_at": "2026-10-16T14:07:14.230270+00:00"
    },
    {
      "id": "slate-air/16",
      "route": "slate-air",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -8295.295,
          1392.386,
          -756.273
        ],
        "eye": [
          -8295.295,
          1392.386,
          -718.273
        ],
        "yaw": -2.178,
        "pitch": 35,
        "viewpos": "-8295,1392,-756,-2",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/16_back_greybox.jpg",
      "collision": "blockouts/slate-air/shots/16_back_collision.jpg",
      "output": "generated/slate-air/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/16. Source eye=[-8295.295, 1392.386, -718.273], yaw=-2.178, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-dbf142e9-fc6d-4e1e-9712-a1b7b8437dff.png",
      "completed_at": "2026-10-16T14:04:23.329760+00:00"
    },
    {
      "id": "slate-air/17",
      "route": "slate-air",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -7745.098,
          2489.748,
          -1191.653
        ],
        "eye": [
          -7745.098,
          2489.748,
          -1153.653
        ],
        "yaw": -158.313,
        "pitch": -34.96,
        "viewpos": "-7745,2490,-1192,-158",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/17_back_greybox.jpg",
      "collision": "blockouts/slate-air/shots/17_back_collision.jpg",
      "output": "generated/slate-air/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/17. Source eye=[-7745.098, 2489.748, -1153.653], yaw=-158.313, pitch=-34.96. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8ae76739-1b0e-48ef-9070-79e9c7265382.png",
      "completed_at": "2026-10-16T14:03:13.170913+00:00"
    },
    {
      "id": "slate-air/18",
      "route": "slate-air",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -4921.927,
          1854.278,
          -1191.875
        ],
        "eye": [
          -4921.927,
          1854.278,
          -1153.875
        ],
        "yaw": 171.765,
        "pitch": 0,
        "viewpos": "-4922,1854,-1192,172",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/18_back_greybox.jpg",
      "collision": "blockouts/slate-air/shots/18_back_collision.jpg",
      "output": "generated/slate-air/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/18. Source eye=[-4921.927, 1854.278, -1153.875], yaw=171.765, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-19534935-f843-4a8d-a9f6-af79d56d836a.png",
      "completed_at": "2026-10-16T14:05:26.593804+00:00"
    },
    {
      "id": "slate-air/19",
      "route": "slate-air",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -2494.048,
          1980.931,
          85.644
        ],
        "eye": [
          -2494.048,
          1980.931,
          123.644
        ],
        "yaw": 173.733,
        "pitch": 24.797,
        "viewpos": "-2494,1981,86,174",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/19_back_greybox.jpg",
      "collision": "blockouts/slate-air/shots/19_back_collision.jpg",
      "output": "generated/slate-air/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/19. Source eye=[-2494.048, 1980.931, 123.644], yaw=173.733, pitch=24.797. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1748c051-a037-4a19-8dc7-e9861c60ab00.png",
      "completed_at": "2026-10-16T14:07:35.039891+00:00"
    },
    {
      "id": "slate-air/20",
      "route": "slate-air",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -6016,
          1696,
          186
        ],
        "eye": [
          -6016,
          1696,
          224
        ],
        "yaw": -175.901,
        "pitch": 8.437,
        "viewpos": "-6016,1696,186,-176",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/slate-air/shots/20_overview_greybox.jpg",
      "collision": "blockouts/slate-air/shots/20_overview_collision.jpg",
      "output": "generated/slate-air/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: slate-air/20. Source eye=[-6016, 1696, 224], yaw=-175.901, pitch=8.437. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/slate-air/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-98cb94fb-78dc-48a2-a4b6-a363a900147a.png",
      "completed_at": "2026-10-16T14:06:08.434216+00:00"
    },
    {
      "id": "firebrick-velodrome/01",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -2277.556,
          1487.877,
          -283.522
        ],
        "eye": [
          -2277.556,
          1487.877,
          -245.522
        ],
        "yaw": 35.409,
        "pitch": 35,
        "viewpos": "-2278,1488,-284,35",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/01_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/01_route_collision.jpg",
      "output": "generated/firebrick-velodrome/01_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render: material and light edit of this exact source greybox camera. Strictly preserve camera, framing, perspective, all solid surfaces, shapes, curves and openings. ALL pale white/grey GRIDDDED areas are solid opaque physical surfaces, including the pale triangular corner in camera01 and ALL broad curved walls/floor at left in other cameras. Do NOT remove any pale surface, replace it with sky, turn it into glass, or add an opening. This frame must show NO sky, horizon, city, stars or clouds anywhere. Retain small source teal flat transparent bands only as clear neutral glass with solid source geometry visible beneath, not as openings to an exterior; no raised rims. Preserve original curved bowl and existing post/bar if visible. Golden Reverie: pristine warm pearl satin ceramic-composite opaque boundaries; opaque pale champagne photonic glass-ceramic slick curves/floors, solid luminous cream and restrained static inner gold radiance; matte porcelain non-slick ground, lavender-grey shadows. Clear bright ambient fill with concentrated soft yellow-gold pools, featherlight futuristic dreamspace, achievable modern game PBR. Reflections soft satin, avoid wet mirror. No new forms, props, rails, trims, frames, portals, people, text, arrows, diagnostic grid, fog, haze, bloom veil or animated effects. Exact source full-frame 16:9 composition, uncropped.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-080e6c6b-b193-47f1-8342-9807dd26b8f6.png",
      "completed_at": "2026-10-16T14:20:57.129120+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/firebrick-velodrome/01_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/01. Source eye=[-2277.556, 1487.877, -245.522], yaw=35.409, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e1fecf99-9b70-485a-936d-25c1bd3f0214.png",
          "reason": "Retain original solid gridded curved surfaces and remove invented sky holes."
        }
      ]
    },
    {
      "id": "firebrick-velodrome/02",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -1900.954,
          1558.011,
          -901.348
        ],
        "eye": [
          -1900.954,
          1558.011,
          -863.348
        ],
        "yaw": -5.176,
        "pitch": 0.696,
        "viewpos": "-1901,1558,-901,-5",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/02_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/02_route_collision.jpg",
      "output": "generated/firebrick-velodrome/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/02. Source eye=[-1900.954, 1558.011, -863.348], yaw=-5.176, pitch=0.696. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5ff748e7-2843-4bdd-aa74-85c82cbd7113.png",
      "completed_at": "2026-10-16T14:08:22.007164+00:00"
    },
    {
      "id": "firebrick-velodrome/03",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -916.814,
          1522.833,
          -888.179
        ],
        "eye": [
          -916.814,
          1522.833,
          -850.179
        ],
        "yaw": 88.72,
        "pitch": 18.662,
        "viewpos": "-917,1523,-888,89",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/03_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/03_route_collision.jpg",
      "output": "generated/firebrick-velodrome/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/03. Source eye=[-916.814, 1522.833, -850.179], yaw=88.72, pitch=18.662. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7a4e2194-7993-4941-9165-b1a636941606.png",
      "completed_at": "2026-10-16T14:04:47.168540+00:00"
    },
    {
      "id": "firebrick-velodrome/04",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -1150.817,
          2081.086,
          -1047.812
        ],
        "eye": [
          -1150.817,
          2081.086,
          -1009.812
        ],
        "yaw": 176.217,
        "pitch": -9.433,
        "viewpos": "-1151,2081,-1048,176",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/04_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/04_route_collision.jpg",
      "output": "generated/firebrick-velodrome/04_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render: material and light edit of this exact source greybox camera. Strictly preserve camera, framing, perspective, all solid surfaces, shapes, curves and openings. ALL pale white/grey GRIDDDED areas are solid opaque physical surfaces, including the pale triangular corner in camera01 and ALL broad curved walls/floor at left in other cameras. Do NOT remove any pale surface, replace it with sky, turn it into glass, or add an opening. This frame must show NO sky, horizon, city, stars or clouds anywhere. Retain small source teal flat transparent bands only as clear neutral glass with solid source geometry visible beneath, not as openings to an exterior; no raised rims. Preserve original curved bowl and existing post/bar if visible. Golden Reverie: pristine warm pearl satin ceramic-composite opaque boundaries; opaque pale champagne photonic glass-ceramic slick curves/floors, solid luminous cream and restrained static inner gold radiance; matte porcelain non-slick ground, lavender-grey shadows. Clear bright ambient fill with concentrated soft yellow-gold pools, featherlight futuristic dreamspace, achievable modern game PBR. Reflections soft satin, avoid wet mirror. No new forms, props, rails, trims, frames, portals, people, text, arrows, diagnostic grid, fog, haze, bloom veil or animated effects. Exact source full-frame 16:9 composition, uncropped.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a41cfeff-9d0e-4448-85e7-cc042575d1c5.png",
      "completed_at": "2026-10-16T14:20:57.303522+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/firebrick-velodrome/04_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/04. Source eye=[-1150.817, 2081.086, -1009.812], yaw=176.217, pitch=-9.433. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0c35df2e-c6fe-4ec7-8d38-edd678a9450b.png",
          "reason": "Retain original solid gridded curved surfaces and remove invented sky holes."
        }
      ]
    },
    {
      "id": "firebrick-velodrome/05",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -2062.653,
          2316.879,
          -877.846
        ],
        "eye": [
          -2062.653,
          2316.879,
          -839.846
        ],
        "yaw": 81.616,
        "pitch": 5.367,
        "viewpos": "-2063,2317,-878,82",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/05_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/05_route_collision.jpg",
      "output": "generated/firebrick-velodrome/05_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render: material and light edit of this exact source greybox camera. Strictly preserve camera, framing, perspective, all solid surfaces, shapes, curves and openings. ALL pale white/grey GRIDDDED areas are solid opaque physical surfaces, including the pale triangular corner in camera01 and ALL broad curved walls/floor at left in other cameras. Do NOT remove any pale surface, replace it with sky, turn it into glass, or add an opening. This frame must show NO sky, horizon, city, stars or clouds anywhere. Retain small source teal flat transparent bands only as clear neutral glass with solid source geometry visible beneath, not as openings to an exterior; no raised rims. Preserve original curved bowl and existing post/bar if visible. Golden Reverie: pristine warm pearl satin ceramic-composite opaque boundaries; opaque pale champagne photonic glass-ceramic slick curves/floors, solid luminous cream and restrained static inner gold radiance; matte porcelain non-slick ground, lavender-grey shadows. Clear bright ambient fill with concentrated soft yellow-gold pools, featherlight futuristic dreamspace, achievable modern game PBR. Reflections soft satin, avoid wet mirror. No new forms, props, rails, trims, frames, portals, people, text, arrows, diagnostic grid, fog, haze, bloom veil or animated effects. Exact source full-frame 16:9 composition, uncropped.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-351bf947-9e12-4648-af76-31d53a13d6f4.png",
      "completed_at": "2026-10-16T14:20:57.477529+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/firebrick-velodrome/05_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/05. Source eye=[-2062.653, 2316.879, -839.846], yaw=81.616, pitch=5.367. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a1c18957-e7f7-4fae-9bf0-485054c99122.png",
          "reason": "Retain original solid gridded curved surfaces and remove invented sky holes."
        }
      ]
    },
    {
      "id": "firebrick-velodrome/06",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -1734.599,
          3134.974,
          -995.475
        ],
        "eye": [
          -1734.599,
          3134.974,
          -957.475
        ],
        "yaw": -13.787,
        "pitch": 5.117,
        "viewpos": "-1735,3135,-995,-14",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/06_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/06_route_collision.jpg",
      "output": "generated/firebrick-velodrome/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/06. Source eye=[-1734.599, 3134.974, -957.475], yaw=-13.787, pitch=5.117. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e53ceef7-bbd6-41ef-8f65-be351dcc7a29.png",
      "completed_at": "2026-10-16T14:08:21.951525+00:00"
    },
    {
      "id": "firebrick-velodrome/07",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -785.004,
          2817.464,
          -1063.875
        ],
        "eye": [
          -785.004,
          2817.464,
          -1025.875
        ],
        "yaw": -28.905,
        "pitch": -17.557,
        "viewpos": "-785,2817,-1064,-29",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/07_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/07_route_collision.jpg",
      "output": "generated/firebrick-velodrome/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/07. Source eye=[-785.004, 2817.464, -1025.875], yaw=-28.905, pitch=-17.557. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-5e01872a-6d97-427f-8124-6d8051d2fbfb.png",
      "completed_at": "2026-10-16T14:08:49.757621+00:00"
    },
    {
      "id": "firebrick-velodrome/08",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -86.604,
          2381.709,
          -619.582
        ],
        "eye": [
          -86.604,
          2381.709,
          -581.582
        ],
        "yaw": -87.21,
        "pitch": -35,
        "viewpos": "-87,2382,-620,-87",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/08_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/08_route_collision.jpg",
      "output": "generated/firebrick-velodrome/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/08. Source eye=[-86.604, 2381.709, -581.582], yaw=-87.21, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b8b396ea-8eaa-4159-9ef6-9f60d7e1f615.png",
      "completed_at": "2026-10-16T14:08:22.053401+00:00"
    },
    {
      "id": "firebrick-velodrome/09",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -65.256,
          1746.984,
          -317.377
        ],
        "eye": [
          -65.256,
          1746.984,
          -279.377
        ],
        "yaw": 178.389,
        "pitch": 35,
        "viewpos": "-65,1747,-317,178",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/09_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/09_route_collision.jpg",
      "output": "generated/firebrick-velodrome/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/09. Source eye=[-65.256, 1746.984, -279.377], yaw=178.389, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7bee17d8-f67d-4ef2-a3de-4be3dc59c9f6.png",
      "completed_at": "2026-10-16T14:11:36.388783+00:00"
    },
    {
      "id": "firebrick-velodrome/10",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -625.467,
          1743.169,
          -934.788
        ],
        "eye": [
          -625.467,
          1743.169,
          -896.788
        ],
        "yaw": 147.128,
        "pitch": 9.62,
        "viewpos": "-625,1743,-935,147",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/10_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/10_route_collision.jpg",
      "output": "generated/firebrick-velodrome/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/10. Source eye=[-625.467, 1743.169, -896.788], yaw=147.128, pitch=9.62. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8983baa9-ed02-4a35-8333-c3e79fbee0eb.png",
      "completed_at": "2026-10-16T14:11:43.065890+00:00"
    },
    {
      "id": "firebrick-velodrome/11",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -1447.635,
          2106.911,
          -1033.684
        ],
        "eye": [
          -1447.635,
          2106.911,
          -995.684
        ],
        "yaw": 161.644,
        "pitch": -16.911,
        "viewpos": "-1448,2107,-1034,162",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/11_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/11_route_collision.jpg",
      "output": "generated/firebrick-velodrome/11_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render: material and light edit of this exact source greybox camera. Strictly preserve camera, framing, perspective, all solid surfaces, shapes, curves and openings. ALL pale white/grey GRIDDDED areas are solid opaque physical surfaces, including the pale triangular corner in camera01 and ALL broad curved walls/floor at left in other cameras. Do NOT remove any pale surface, replace it with sky, turn it into glass, or add an opening. This frame must show NO sky, horizon, city, stars or clouds anywhere. Retain small source teal flat transparent bands only as clear neutral glass with solid source geometry visible beneath, not as openings to an exterior; no raised rims. Preserve original curved bowl and existing post/bar if visible. Golden Reverie: pristine warm pearl satin ceramic-composite opaque boundaries; opaque pale champagne photonic glass-ceramic slick curves/floors, solid luminous cream and restrained static inner gold radiance; matte porcelain non-slick ground, lavender-grey shadows. Clear bright ambient fill with concentrated soft yellow-gold pools, featherlight futuristic dreamspace, achievable modern game PBR. Reflections soft satin, avoid wet mirror. No new forms, props, rails, trims, frames, portals, people, text, arrows, diagnostic grid, fog, haze, bloom veil or animated effects. Exact source full-frame 16:9 composition, uncropped.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bd72e5b1-88fb-496b-a39f-84d1c6f89587.png",
      "completed_at": "2026-10-16T14:20:57.651667+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/firebrick-velodrome/11_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/11. Source eye=[-1447.635, 2106.911, -995.684], yaw=161.644, pitch=-16.911. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7bad492f-2d09-47f4-985a-aab4219ef60d.png",
          "reason": "Retain original solid gridded curved surfaces and remove invented sky holes."
        }
      ]
    },
    {
      "id": "firebrick-velodrome/12",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -2136.944,
          2569.617,
          -806.581
        ],
        "eye": [
          -2136.944,
          2569.617,
          -768.581
        ],
        "yaw": 55.236,
        "pitch": 15.488,
        "viewpos": "-2137,2570,-807,55",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/12_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/12_route_collision.jpg",
      "output": "generated/firebrick-velodrome/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/12. Source eye=[-2136.944, 2569.617, -768.581], yaw=55.236, pitch=15.488. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-131eed41-5be7-4a21-a96d-26003bddf17c.png",
      "completed_at": "2026-10-16T14:12:56.037400+00:00"
    },
    {
      "id": "firebrick-velodrome/13",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -1493.058,
          3132.216,
          -1032.305
        ],
        "eye": [
          -1493.058,
          3132.216,
          -994.305
        ],
        "yaw": -26.395,
        "pitch": 2.386,
        "viewpos": "-1493,3132,-1032,-26",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/13_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/13_route_collision.jpg",
      "output": "generated/firebrick-velodrome/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/13. Source eye=[-1493.058, 3132.216, -994.305], yaw=-26.395, pitch=2.386. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-e6b3f23b-6624-468c-acd4-fa250c127357.png",
      "completed_at": "2026-10-16T14:14:42.680087+00:00"
    },
    {
      "id": "firebrick-velodrome/14",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -598.764,
          2649.113,
          -1063.875
        ],
        "eye": [
          -598.764,
          2649.113,
          -1025.875
        ],
        "yaw": -26.244,
        "pitch": -35,
        "viewpos": "-599,2649,-1064,-26",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/14_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/14_route_collision.jpg",
      "output": "generated/firebrick-velodrome/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/14. Source eye=[-598.764, 2649.113, -1025.875], yaw=-26.244, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ea312fde-45e0-4178-8812-956b031fa58b.png",
      "completed_at": "2026-10-16T14:14:42.440012+00:00"
    },
    {
      "id": "firebrick-velodrome/15",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -67.186,
          2315.152,
          -394.515
        ],
        "eye": [
          -67.186,
          2315.152,
          -356.515
        ],
        "yaw": -83.751,
        "pitch": -35,
        "viewpos": "-67,2315,-395,-84",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/15_route_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/15_route_collision.jpg",
      "output": "generated/firebrick-velodrome/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/15. Source eye=[-67.186, 2315.152, -356.515], yaw=-83.751, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2fdc6449-15f0-4c2e-a411-94cb842092ad.png",
      "completed_at": "2026-10-16T14:12:16.637053+00:00"
    },
    {
      "id": "firebrick-velodrome/16",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -2122.135,
          2511.367,
          -856.923
        ],
        "eye": [
          -2122.135,
          2511.367,
          -818.923
        ],
        "yaw": -41.34,
        "pitch": 11.489,
        "viewpos": "-2122,2511,-857,-41",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/16_back_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/16_back_collision.jpg",
      "output": "generated/firebrick-velodrome/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/16. Source eye=[-2122.135, 2511.367, -818.923], yaw=-41.34, pitch=11.489. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-dfbbf874-a3b2-43eb-9c72-58877c7bd133.png",
      "completed_at": "2026-10-16T14:15:13.784907+00:00"
    },
    {
      "id": "firebrick-velodrome/17",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -62.923,
          1919.05,
          -133.514
        ],
        "eye": [
          -62.923,
          1919.05,
          -95.514
        ],
        "yaw": 94.258,
        "pitch": 35,
        "viewpos": "-63,1919,-134,94",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/17_back_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/17_back_collision.jpg",
      "output": "generated/firebrick-velodrome/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/17. Source eye=[-62.923, 1919.05, -95.514], yaw=94.258, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-cad41c2b-ca86-4dca-aa53-5ce4e37d91d4.png",
      "completed_at": "2026-10-16T14:14:42.214670+00:00"
    },
    {
      "id": "firebrick-velodrome/18",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -2130.202,
          2718.379,
          -835.447
        ],
        "eye": [
          -2130.202,
          2718.379,
          -797.447
        ],
        "yaw": -65.084,
        "pitch": 8.131,
        "viewpos": "-2130,2718,-835,-65",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/18_back_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/18_back_collision.jpg",
      "output": "generated/firebrick-velodrome/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/18. Source eye=[-2130.202, 2718.379, -797.447], yaw=-65.084, pitch=8.131. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-ccd94025-0000-4b1c-9c81-bf48da5de648.png",
      "completed_at": "2026-10-16T14:15:52.399792+00:00"
    },
    {
      "id": "firebrick-velodrome/19",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -38.594,
          1914.453,
          86.932
        ],
        "eye": [
          -38.594,
          1914.453,
          124.932
        ],
        "yaw": 94.783,
        "pitch": 35,
        "viewpos": "-39,1914,87,95",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/19_back_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/19_back_collision.jpg",
      "output": "generated/firebrick-velodrome/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/19. Source eye=[-38.594, 1914.453, 124.932], yaw=94.783, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-edaed18b-8888-426c-9a8f-bf67557b7419.png",
      "completed_at": "2026-10-16T14:12:55.986940+00:00"
    },
    {
      "id": "firebrick-velodrome/20",
      "route": "firebrick-velodrome",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -2208,
          1760,
          186
        ],
        "eye": [
          -2208,
          1760,
          224
        ],
        "yaw": 71.764,
        "pitch": 35,
        "viewpos": "-2208,1760,186,72",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/firebrick-velodrome/shots/20_overview_greybox.jpg",
      "collision": "blockouts/firebrick-velodrome/shots/20_overview_collision.jpg",
      "output": "generated/firebrick-velodrome/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: firebrick-velodrome/20. Source eye=[-2208, 1760, 224], yaw=71.764, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/firebrick-velodrome/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-242f588c-f4f3-49d0-93a5-29d3410db64d.png",
      "completed_at": "2026-10-16T14:12:55.936530+00:00"
    },
    {
      "id": "wheat-halfpipe/01",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          3023.887,
          2690.893,
          -1073.59
        ],
        "eye": [
          3023.887,
          2690.893,
          -1035.59
        ],
        "yaw": 93.351,
        "pitch": 11.155,
        "viewpos": "3024,2691,-1074,93",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/01_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/01_route_collision.jpg",
      "output": "generated/wheat-halfpipe/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/01. Source eye=[3023.887, 2690.893, -1035.59], yaw=93.351, pitch=11.155. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-60f742d4-e44b-431e-8d11-909b369a9916.png",
      "completed_at": "2026-10-16T14:14:11.743021+00:00"
    },
    {
      "id": "wheat-halfpipe/02",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          2758.917,
          3646.072,
          -1261.931
        ],
        "eye": [
          2758.917,
          3646.072,
          -1223.931
        ],
        "yaw": 150.852,
        "pitch": 5.541,
        "viewpos": "2759,3646,-1262,151",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/02_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/02_route_collision.jpg",
      "output": "generated/wheat-halfpipe/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/02. Source eye=[2758.917, 3646.072, -1223.931], yaw=150.852, pitch=5.541. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/02_route_greybox.jpg"
      ],
      "size": [
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        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-71fa4daf-027a-4ede-86a1-18c97ebc3ba9.png",
      "completed_at": "2026-10-16T14:15:13.677395+00:00"
    },
    {
      "id": "wheat-halfpipe/03",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          1766.524,
          4114.286,
          -1356.028
        ],
        "eye": [
          1766.524,
          4114.286,
          -1318.028
        ],
        "yaw": 172.116,
        "pitch": 1.668,
        "viewpos": "1767,4114,-1356,172",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/03_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/03_route_collision.jpg",
      "output": "generated/wheat-halfpipe/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/03. Source eye=[1766.524, 4114.286, -1318.028], yaw=172.116, pitch=1.668. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-786617f5-25fd-45c8-8a6e-35e5c3aee2e0.png",
      "completed_at": "2026-10-16T14:13:43.809095+00:00"
    },
    {
      "id": "wheat-halfpipe/04",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          666.317,
          4258.849,
          -1381.109
        ],
        "eye": [
          666.317,
          4258.849,
          -1343.109
        ],
        "yaw": 162.204,
        "pitch": -6.228,
        "viewpos": "666,4259,-1381,162",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/04_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/04_route_collision.jpg",
      "output": "generated/wheat-halfpipe/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/04. Source eye=[666.317, 4258.849, -1343.109], yaw=162.204, pitch=-6.228. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-14f1d35a-1bfa-46ea-80ab-16fdb5023014.png",
      "completed_at": "2026-10-16T14:15:13.729893+00:00"
    },
    {
      "id": "wheat-halfpipe/05",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -347.633,
          4620.598,
          -1174.471
        ],
        "eye": [
          -347.633,
          4620.598,
          -1136.471
        ],
        "yaw": 171.091,
        "pitch": -28.523,
        "viewpos": "-348,4621,-1174,171",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/05_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/05_route_collision.jpg",
      "output": "generated/wheat-halfpipe/05_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Exact game greybox camera material/lighting edit, full-frame 16:9. Keep exact viewpoint, angle, perspective, every plane, narrow ledge, halfpipe curve, barrier, sphere and silhouette. ENCLOSED INTERIOR: every pale gridded WHITE or GREY region is a SOLID OPAQUE physical surface, including the pale LEFT wall/band and left floor plane. Do NOT replace any pale gridded surface with glass, sky or exterior. No windows, sky, clouds, stars, horizon or city anywhere in this image. All enclosing wall and ceiling surfaces remain present. Existing slick flags mean movement physics, not transparent glass. Golden Reverie futuristic dreamspace: pristine opaque pearl ivory satin ceramic composite walls/ceiling; opaque pale champagne luminous-cream photonic ceramic on existing slick riding surfaces, restrained static inner gold radiance, broad soft satin reflections. Non-slick ground matte porcelain. Concentrated yellow-gold light pools plus bright ambient fill and lavender-grey shadows; featherlight, pristine, achievable modern real-time game PBR. Material change only. No new obstacles, openings, rails, trims, new floor edges, props, people, text, arrows, checker/grid texture, machinery, fog, bloom veil or animated effects. Source composition must stay recognizable, uncropped.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d74593eb-177c-408b-a1b1-0c9cb29345a4.png",
      "completed_at": "2026-10-16T14:36:03.255807+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/wheat-halfpipe/05_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/05. Source eye=[-347.633, 4620.598, -1136.471], yaw=171.091, pitch=-28.523. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-8241d0f0-3f0e-42a0-8da0-c479debd039c.png",
          "reason": "Preserve original opaque enclosing surfaces; remove invented glass and exterior."
        }
      ]
    },
    {
      "id": "wheat-halfpipe/06",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -1338.423,
          4717.89,
          -714.826
        ],
        "eye": [
          -1338.423,
          4717.89,
          -676.826
        ],
        "yaw": -177.289,
        "pitch": -4.114,
        "viewpos": "-1338,4718,-715,-177",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/06_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/06_route_collision.jpg",
      "output": "generated/wheat-halfpipe/06_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Exact game greybox camera material/lighting edit, full-frame 16:9. Keep exact viewpoint, angle, perspective, every plane, narrow ledge, halfpipe curve, barrier, sphere and silhouette. ENCLOSED INTERIOR: every pale gridded WHITE or GREY region is a SOLID OPAQUE physical surface, including the pale LEFT wall/band and left floor plane. Do NOT replace any pale gridded surface with glass, sky or exterior. No windows, sky, clouds, stars, horizon or city anywhere in this image. All enclosing wall and ceiling surfaces remain present. Existing slick flags mean movement physics, not transparent glass. Golden Reverie futuristic dreamspace: pristine opaque pearl ivory satin ceramic composite walls/ceiling; opaque pale champagne luminous-cream photonic ceramic on existing slick riding surfaces, restrained static inner gold radiance, broad soft satin reflections. Non-slick ground matte porcelain. Concentrated yellow-gold light pools plus bright ambient fill and lavender-grey shadows; featherlight, pristine, achievable modern real-time game PBR. Material change only. No new obstacles, openings, rails, trims, new floor edges, props, people, text, arrows, checker/grid texture, machinery, fog, bloom veil or animated effects. Source composition must stay recognizable, uncropped.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-c8d0ec05-6ffd-4004-a81a-5342682102c4.png",
      "completed_at": "2026-10-16T14:36:03.436121+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/wheat-halfpipe/06_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/06. Source eye=[-1338.423, 4717.89, -676.826], yaw=-177.289, pitch=-4.114. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-194c7a9a-e5e5-47b2-bde1-c6cd6de0ff53.png",
          "reason": "Preserve original opaque enclosing surfaces; remove invented glass and exterior."
        }
      ]
    },
    {
      "id": "wheat-halfpipe/07",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -2439.691,
          4674.059,
          -710.089
        ],
        "eye": [
          -2439.691,
          4674.059,
          -672.089
        ],
        "yaw": 178.375,
        "pitch": 19.703,
        "viewpos": "-2440,4674,-710,178",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/07_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/07_route_collision.jpg",
      "output": "generated/wheat-halfpipe/07_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Exact game greybox camera material/lighting edit, full-frame 16:9. Keep exact viewpoint, angle, perspective, every plane, narrow ledge, halfpipe curve, barrier, sphere and silhouette. ENCLOSED INTERIOR: every pale gridded WHITE or GREY region is a SOLID OPAQUE physical surface, including the pale LEFT wall/band and left floor plane. Do NOT replace any pale gridded surface with glass, sky or exterior. No windows, sky, clouds, stars, horizon or city anywhere in this image. All enclosing wall and ceiling surfaces remain present. Existing slick flags mean movement physics, not transparent glass. Golden Reverie futuristic dreamspace: pristine opaque pearl ivory satin ceramic composite walls/ceiling; opaque pale champagne luminous-cream photonic ceramic on existing slick riding surfaces, restrained static inner gold radiance, broad soft satin reflections. Non-slick ground matte porcelain. Concentrated yellow-gold light pools plus bright ambient fill and lavender-grey shadows; featherlight, pristine, achievable modern real-time game PBR. Material change only. No new obstacles, openings, rails, trims, new floor edges, props, people, text, arrows, checker/grid texture, machinery, fog, bloom veil or animated effects. Source composition must stay recognizable, uncropped.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9b3906a8-816f-47eb-9148-3c90b6527b65.png",
      "completed_at": "2026-10-16T14:36:03.609150+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/wheat-halfpipe/07_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/07. Source eye=[-2439.691, 4674.059, -672.089], yaw=178.375, pitch=19.703. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-29cc3453-9265-4f86-bb42-bb5e30c426ff.png",
          "reason": "Preserve original opaque enclosing surfaces; remove invented glass and exterior."
        }
      ]
    },
    {
      "id": "wheat-halfpipe/08",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -3464.194,
          4654.816,
          -1118.512
        ],
        "eye": [
          -3464.194,
          4654.816,
          -1080.512
        ],
        "yaw": -152.102,
        "pitch": 19.407,
        "viewpos": "-3464,4655,-1119,-152",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/08_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/08_route_collision.jpg",
      "output": "generated/wheat-halfpipe/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/08. Source eye=[-3464.194, 4654.816, -1080.512], yaw=-152.102, pitch=19.407. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-52bec036-1d83-4ce2-80b0-cc0d087d0494.png",
      "completed_at": "2026-10-16T14:16:39.622955+00:00"
    },
    {
      "id": "wheat-halfpipe/09",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -4358.866,
          4100,
          -1363.885
        ],
        "eye": [
          -4358.866,
          4100,
          -1325.885
        ],
        "yaw": -150.833,
        "pitch": -24.001,
        "viewpos": "-4359,4100,-1364,-151",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/09_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/09_route_collision.jpg",
      "output": "generated/wheat-halfpipe/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/09. Source eye=[-4358.866, 4100, -1325.885], yaw=-150.833, pitch=-24.001. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-283971c9-9178-43ae-a162-6c401597ff67.png",
      "completed_at": "2026-10-16T14:18:54.571477+00:00"
    },
    {
      "id": "wheat-halfpipe/10",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -5243.66,
          3726.563,
          -863.747
        ],
        "eye": [
          -5243.66,
          3726.563,
          -825.747
        ],
        "yaw": -179.936,
        "pitch": -18.524,
        "viewpos": "-5244,3727,-864,-180",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/10_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/10_route_collision.jpg",
      "output": "generated/wheat-halfpipe/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/10. Source eye=[-5243.66, 3726.563, -825.747], yaw=-179.936, pitch=-18.524. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-03ced637-692c-4639-b25a-fe802c1eb772.png",
      "completed_at": "2026-10-16T14:19:59.450497+00:00"
    },
    {
      "id": "wheat-halfpipe/11",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -6310.314,
          3730.698,
          -587.528
        ],
        "eye": [
          -6310.314,
          3730.698,
          -549.528
        ],
        "yaw": 179.293,
        "pitch": 8.476,
        "viewpos": "-6310,3731,-588,179",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/11_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/11_route_collision.jpg",
      "output": "generated/wheat-halfpipe/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/11. Source eye=[-6310.314, 3730.698, -549.528], yaw=179.293, pitch=8.476. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f3e41369-4909-402b-b4df-132dd521f88b.png",
      "completed_at": "2026-10-16T14:19:55.615668+00:00"
    },
    {
      "id": "wheat-halfpipe/12",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -7385.488,
          3735.638,
          -825.272
        ],
        "eye": [
          -7385.488,
          3735.638,
          -787.272
        ],
        "yaw": 170.683,
        "pitch": 28.963,
        "viewpos": "-7385,3736,-825,171",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/12_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/12_route_collision.jpg",
      "output": "generated/wheat-halfpipe/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/12. Source eye=[-7385.488, 3735.638, -787.272], yaw=170.683, pitch=28.963. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-73e7450a-4a92-4e88-9901-dffe4e10df0a.png",
      "completed_at": "2026-10-16T14:21:27.401267+00:00"
    },
    {
      "id": "wheat-halfpipe/13",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -8301.157,
          4018.224,
          -1331.758
        ],
        "eye": [
          -8301.157,
          4018.224,
          -1293.758
        ],
        "yaw": 127.945,
        "pitch": -9.213,
        "viewpos": "-8301,4018,-1332,128",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/13_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/13_route_collision.jpg",
      "output": "generated/wheat-halfpipe/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/13. Source eye=[-8301.157, 4018.224, -1293.758], yaw=127.945, pitch=-9.213. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-88718f8e-fcfb-43ee-8b93-0a7b81ebf8da.png",
      "completed_at": "2026-10-16T14:17:15.532222+00:00"
    },
    {
      "id": "wheat-halfpipe/14",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -8895.211,
          4725.484,
          -944.556
        ],
        "eye": [
          -8895.211,
          4725.484,
          -906.556
        ],
        "yaw": 175.414,
        "pitch": -35,
        "viewpos": "-8895,4725,-945,175",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/14_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/14_route_collision.jpg",
      "output": "generated/wheat-halfpipe/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/14. Source eye=[-8895.211, 4725.484, -906.556], yaw=175.414, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-258567f5-f1f2-4e27-b1a6-8d2c16858f05.png",
      "completed_at": "2026-10-16T14:23:34.348276+00:00"
    },
    {
      "id": "wheat-halfpipe/15",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -9641.297,
          4701.759,
          -157.108
        ],
        "eye": [
          -9641.297,
          4701.759,
          -119.108
        ],
        "yaw": -166.029,
        "pitch": -4.479,
        "viewpos": "-9641,4702,-157,-166",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/15_route_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/15_route_collision.jpg",
      "output": "generated/wheat-halfpipe/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/15. Source eye=[-9641.297, 4701.759, -119.108], yaw=-166.029, pitch=-4.479. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f5b01344-d380-4c45-88d8-b60fa3c9f4bf.png",
      "completed_at": "2026-10-16T14:22:00.619035+00:00"
    },
    {
      "id": "wheat-halfpipe/16",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -533.703,
          4680.618,
          -1069.166
        ],
        "eye": [
          -533.703,
          4680.618,
          -1031.166
        ],
        "yaw": -22.128,
        "pitch": 20.893,
        "viewpos": "-534,4681,-1069,-22",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/16_back_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/16_back_collision.jpg",
      "output": "generated/wheat-halfpipe/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/16. Source eye=[-533.703, 4680.618, -1031.166], yaw=-22.128, pitch=20.893. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/16_back_greybox.jpg"
      ],
      "size": [
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        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-d8953e34-0b7e-4d7a-b484-fd38eebd574d.png",
      "completed_at": "2026-10-16T14:20:56.861088+00:00"
    },
    {
      "id": "wheat-halfpipe/17",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -4082.769,
          4331.389,
          -1368.524
        ],
        "eye": [
          -4082.769,
          4331.389,
          -1330.524
        ],
        "yaw": 27.315,
        "pitch": -19.864,
        "viewpos": "-4083,4331,-1369,27",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/17_back_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/17_back_collision.jpg",
      "output": "generated/wheat-halfpipe/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/17. Source eye=[-4082.769, 4331.389, -1330.524], yaw=27.315, pitch=-19.864. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9273d93e-e665-4a61-9235-22e455684e61.png",
      "completed_at": "2026-10-16T14:19:23.152377+00:00"
    },
    {
      "id": "wheat-halfpipe/18",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -7532.727,
          3731.781,
          -898.399
        ],
        "eye": [
          -7532.727,
          3731.781,
          -860.399
        ],
        "yaw": 0.389,
        "pitch": -20.213,
        "viewpos": "-7533,3732,-898,0",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/18_back_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/18_back_collision.jpg",
      "output": "generated/wheat-halfpipe/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/18. Source eye=[-7532.727, 3731.781, -860.399], yaw=0.389, pitch=-20.213. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-362aa151-b199-4135-8e68-1a7c72461fc6.png",
      "completed_at": "2026-10-16T14:19:55.559637+00:00"
    },
    {
      "id": "wheat-halfpipe/19",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -10284.532,
          4539.625,
          -67.559
        ],
        "eye": [
          -10284.532,
          4539.625,
          -29.559
        ],
        "yaw": 14.16,
        "pitch": 9.988,
        "viewpos": "-10285,4540,-68,14",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/19_back_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/19_back_collision.jpg",
      "output": "generated/wheat-halfpipe/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/19. Source eye=[-10284.532, 4539.625, -29.559], yaw=14.16, pitch=9.988. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2d7d9cd5-3d62-41f0-a8ae-fc88b58a1c93.png",
      "completed_at": "2026-10-16T14:22:00.437097+00:00"
    },
    {
      "id": "wheat-halfpipe/20",
      "route": "wheat-halfpipe",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          352,
          1568,
          58
        ],
        "eye": [
          352,
          1568,
          96
        ],
        "yaw": 117.874,
        "pitch": 12.899,
        "viewpos": "352,1568,58,118",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/wheat-halfpipe/shots/20_overview_greybox.jpg",
      "collision": "blockouts/wheat-halfpipe/shots/20_overview_collision.jpg",
      "output": "generated/wheat-halfpipe/20_overview_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Exact game greybox camera material/lighting edit, full-frame 16:9. Keep exact viewpoint, angle, perspective, every plane, narrow ledge, halfpipe curve, barrier, sphere and silhouette. ENCLOSED INTERIOR: every pale gridded WHITE or GREY region is a SOLID OPAQUE physical surface, including the pale LEFT wall/band and left floor plane. Do NOT replace any pale gridded surface with glass, sky or exterior. No windows, sky, clouds, stars, horizon or city anywhere in this image. All enclosing wall and ceiling surfaces remain present. Existing slick flags mean movement physics, not transparent glass. Golden Reverie futuristic dreamspace: pristine opaque pearl ivory satin ceramic composite walls/ceiling; opaque pale champagne luminous-cream photonic ceramic on existing slick riding surfaces, restrained static inner gold radiance, broad soft satin reflections. Non-slick ground matte porcelain. Concentrated yellow-gold light pools plus bright ambient fill and lavender-grey shadows; featherlight, pristine, achievable modern real-time game PBR. Material change only. No new obstacles, openings, rails, trims, new floor edges, props, people, text, arrows, checker/grid texture, machinery, fog, bloom veil or animated effects. Source composition must stay recognizable, uncropped.",
      "reference_images": [
        "blockouts/wheat-halfpipe/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-60a4c638-7a4a-47a0-9695-58c5d08d768f.png",
      "completed_at": "2026-10-16T14:36:03.782167+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/wheat-halfpipe/20_overview_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: wheat-halfpipe/20. Source eye=[352, 1568, 96], yaw=117.874, pitch=12.899. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-04734a93-00b8-4b03-98b4-51b1d9be6fc9.png",
          "reason": "Preserve original opaque enclosing surfaces; remove invented glass and exterior."
        }
      ]
    },
    {
      "id": "amber-cylindro/01",
      "route": "amber-cylindro",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -11041.045,
          4007.523,
          -142.226
        ],
        "eye": [
          -11041.045,
          4007.523,
          -104.226
        ],
        "yaw": -89.904,
        "pitch": -13.777,
        "viewpos": "-11041,4008,-142,-90",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/01_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/01_route_collision.jpg",
      "output": "generated/amber-cylindro/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/01. Source eye=[-11041.045, 4007.523, -104.226], yaw=-89.904, pitch=-13.777. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b56306a0-a5e0-479e-aa10-34edb190fb81.png",
      "completed_at": "2026-10-16T14:22:00.369601+00:00"
    },
    {
      "id": "amber-cylindro/02",
      "route": "amber-cylindro",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -10964.555,
          2931.927,
          88.222
        ],
        "eye": [
          -10964.555,
          2931.927,
          126.222
        ],
        "yaw": -23.993,
        "pitch": 0.408,
        "viewpos": "-10965,2932,88,-24",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/02_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/02_route_collision.jpg",
      "output": "generated/amber-cylindro/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/02. Source eye=[-10964.555, 2931.927, 126.222], yaw=-23.993, pitch=0.408. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1e69384e-ee19-4ccd-b5b0-acaf8bba73cb.png",
      "completed_at": "2026-10-16T14:21:27.505772+00:00"
    },
    {
      "id": "amber-cylindro/03",
      "route": "amber-cylindro",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -10016.083,
          2639.125,
          -142.572
        ],
        "eye": [
          -10016.083,
          2639.125,
          -104.572
        ],
        "yaw": 0,
        "pitch": 35,
        "viewpos": "-10016,2639,-143,0",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/03_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/03_route_collision.jpg",
      "output": "generated/amber-cylindro/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/03. Source eye=[-10016.083, 2639.125, -104.572], yaw=0, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-fc97e143-e9b5-4a85-b4cc-92da87973973.png",
      "completed_at": "2026-10-16T14:23:03.123861+00:00"
    },
    {
      "id": "amber-cylindro/04",
      "route": "amber-cylindro",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -9374.222,
          2639.125,
          -1078.09
        ],
        "eye": [
          -9374.222,
          2639.125,
          -1040.09
        ],
        "yaw": 0,
        "pitch": 35,
        "viewpos": "-9374,2639,-1078,0",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/04_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/04_route_collision.jpg",
      "output": "generated/amber-cylindro/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/04. Source eye=[-9374.222, 2639.125, -1040.09], yaw=0, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6b833fb8-9921-46cd-9a75-a73723e237c1.png",
      "completed_at": "2026-10-16T14:23:33.951661+00:00"
    },
    {
      "id": "amber-cylindro/05",
      "route": "amber-cylindro",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -8524.922,
          2640.742,
          -1575.875
        ],
        "eye": [
          -8524.922,
          2640.742,
          -1537.875
        ],
        "yaw": 7.661,
        "pitch": -35,
        "viewpos": "-8525,2641,-1576,8",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/05_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/05_route_collision.jpg",
      "output": "generated/amber-cylindro/05_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Exact source greybox game camera, full-frame 16:9 with identical viewing direction, perspective, shapes, curves, sphere, ledge, ceiling and floor silhouettes. Preserve ALL source geometry. Crucial: the pale white GRIDDDED curved surface on the LEFT is an OPAQUE SOLID END WALL of the tube/curve, NOT an outside opening, portal or window. Keep it exactly in place as pearl ceramic, including the curved edge. All other pale gridded areas also remain solid. NO sky, clouds, horizon, city, stars or outside anywhere in this frame. Do not extend/shorten the original tube or add architecture. Golden Reverie dreamspace: pristine pearl-ivory satin ceramic composite opaque boundaries, opaque pale champagne luminous-cream photonic ceramic on slick riding curves and floor, static restrained gold inner radiance and broad satin reflections; dry matte porcelain non-slick ground. Concentrated yellow-gold pools over bright ambient fill, lavender-grey shadows, clear air, featherlight pristine futuristic game world. Achievable modern real-time game PBR. No new props, trims, rails, openings, glass where source opaque, portals, characters, text, arrows, diagnostic grid, frost, fog, bloom veil or animated effects. Material and lighting edit only, uncropped exact source camera.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/05_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-977cc9c5-82c3-414b-8dd8-bf1c1af07d18.png",
      "completed_at": "2026-10-16T14:39:58.038212+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/amber-cylindro/05_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/05. Source eye=[-8524.922, 2640.742, -1537.875], yaw=7.661, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-978f24c5-b045-4c75-af39-9670a562018a.png",
          "reason": "Keep the original opaque gridded curved end surface instead of invented exterior."
        }
      ]
    },
    {
      "id": "amber-cylindro/06",
      "route": "amber-cylindro",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -8051.833,
          2796.133,
          -824.05
        ],
        "eye": [
          -8051.833,
          2796.133,
          -786.05
        ],
        "yaw": 158.322,
        "pitch": -10.377,
        "viewpos": "-8052,2796,-824,158",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/06_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/06_route_collision.jpg",
      "output": "generated/amber-cylindro/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/06. Source eye=[-8051.833, 2796.133, -786.05], yaw=158.322, pitch=-10.377. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-21e93003-aa04-475c-a2ff-c7022ba58e27.png",
      "completed_at": "2026-10-16T14:25:37.952752+00:00"
    },
    {
      "id": "amber-cylindro/07",
      "route": "amber-cylindro",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -8912.51,
          3178.415,
          -960.887
        ],
        "eye": [
          -8912.51,
          3178.415,
          -922.887
        ],
        "yaw": 38.41,
        "pitch": 35,
        "viewpos": "-8913,3178,-961,38",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/07_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/07_route_collision.jpg",
      "output": "generated/amber-cylindro/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/07. Source eye=[-8912.51, 3178.415, -922.887], yaw=38.41, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3433c532-2428-4e36-8bab-688986677ea6.png",
      "completed_at": "2026-10-16T14:23:03.171045+00:00"
    },
    {
      "id": "amber-cylindro/08",
      "route": "amber-cylindro",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -8246.925,
          3479.5,
          -1575.875
        ],
        "eye": [
          -8246.925,
          3479.5,
          -1537.875
        ],
        "yaw": -4.732,
        "pitch": 0,
        "viewpos": "-8247,3480,-1576,-5",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/08_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/08_route_collision.jpg",
      "output": "generated/amber-cylindro/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/08. Source eye=[-8246.925, 3479.5, -1537.875], yaw=-4.732, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-01b4a1e7-53c4-4ad1-a99e-ff3115f056e6.png",
      "completed_at": "2026-10-16T14:23:34.007499+00:00"
    },
    {
      "id": "amber-cylindro/09",
      "route": "amber-cylindro",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -7115.01,
          3389.231,
          -1575.875
        ],
        "eye": [
          -7115.01,
          3389.231,
          -1537.875
        ],
        "yaw": 3.449,
        "pitch": -0.416,
        "viewpos": "-7115,3389,-1576,3",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/09_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/09_route_collision.jpg",
      "output": "generated/amber-cylindro/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/09. Source eye=[-7115.01, 3389.231, -1537.875], yaw=3.449, pitch=-0.416. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/09_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-936a83eb-b32b-457c-a4fa-2feeab97c853.png",
      "completed_at": "2026-10-16T14:23:34.111264+00:00"
    },
    {
      "id": "amber-cylindro/10",
      "route": "amber-cylindro",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -6030.937,
          3432.446,
          -1399.073
        ],
        "eye": [
          -6030.937,
          3432.446,
          -1361.073
        ],
        "yaw": -118.269,
        "pitch": -35,
        "viewpos": "-6031,3432,-1399,-118",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/10_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/10_route_collision.jpg",
      "output": "generated/amber-cylindro/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/10. Source eye=[-6030.937, 3432.446, -1361.073], yaw=-118.269, pitch=-35. Name is an identifier, never a theme. CRITICAL CAMERA: the large pale gridded oval in the lower centre is a SOLID CURVED END SURFACE, not an opening. It must remain opaque and physically present. Preserve the small sphere just to its right.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/10_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-3c0df33b-b539-485a-ba31-e72ea4a33e16.png",
      "completed_at": "2026-10-16T11:46:21.782332+00:00"
    },
    {
      "id": "amber-cylindro/11",
      "route": "amber-cylindro",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -6419.53,
          3196.119,
          -623.951
        ],
        "eye": [
          -6419.53,
          3196.119,
          -585.951
        ],
        "yaw": -149.858,
        "pitch": 35,
        "viewpos": "-6420,3196,-624,-150",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/11_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/11_route_collision.jpg",
      "output": "generated/amber-cylindro/11_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Exact source greybox game camera, full-frame 16:9 with identical viewing direction, perspective, shapes, curves, sphere, ledge, ceiling and floor silhouettes. Preserve ALL source geometry. Crucial: the pale white GRIDDDED curved surface on the LEFT is an OPAQUE SOLID END WALL of the tube/curve, NOT an outside opening, portal or window. Keep it exactly in place as pearl ceramic, including the curved edge. All other pale gridded areas also remain solid. NO sky, clouds, horizon, city, stars or outside anywhere in this frame. Do not extend/shorten the original tube or add architecture. Golden Reverie dreamspace: pristine pearl-ivory satin ceramic composite opaque boundaries, opaque pale champagne luminous-cream photonic ceramic on slick riding curves and floor, static restrained gold inner radiance and broad satin reflections; dry matte porcelain non-slick ground. Concentrated yellow-gold pools over bright ambient fill, lavender-grey shadows, clear air, featherlight pristine futuristic game world. Achievable modern real-time game PBR. No new props, trims, rails, openings, glass where source opaque, portals, characters, text, arrows, diagnostic grid, frost, fog, bloom veil or animated effects. Material and lighting edit only, uncropped exact source camera.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-10022df5-8fc9-4068-9fa4-2713891d6a13.png",
      "completed_at": "2026-10-16T14:39:58.213294+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/amber-cylindro/11_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/11. Source eye=[-6419.53, 3196.119, -585.951], yaw=-149.858, pitch=35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-69b5d10d-c9ac-4a5b-a682-6222d81b88b9.png",
          "reason": "Keep the original opaque gridded curved end surface instead of invented exterior."
        }
      ]
    },
    {
      "id": "amber-cylindro/12",
      "route": "amber-cylindro",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -6764.607,
          2803.131,
          -1403.002
        ],
        "eye": [
          -6764.607,
          2803.131,
          -1365.002
        ],
        "yaw": -11.147,
        "pitch": 13.577,
        "viewpos": "-6765,2803,-1403,-11",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/12_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/12_route_collision.jpg",
      "output": "generated/amber-cylindro/12_route_study-02-v2.png",
      "status": "complete",
      "prompt": "Use case sketch-to-render. Exact source greybox game camera, full-frame 16:9 with identical viewing direction, perspective, shapes, curves, sphere, ledge, ceiling and floor silhouettes. Preserve ALL source geometry. Crucial: the pale white GRIDDDED curved surface on the LEFT is an OPAQUE SOLID END WALL of the tube/curve, NOT an outside opening, portal or window. Keep it exactly in place as pearl ceramic, including the curved edge. All other pale gridded areas also remain solid. NO sky, clouds, horizon, city, stars or outside anywhere in this frame. Do not extend/shorten the original tube or add architecture. Golden Reverie dreamspace: pristine pearl-ivory satin ceramic composite opaque boundaries, opaque pale champagne luminous-cream photonic ceramic on slick riding curves and floor, static restrained gold inner radiance and broad satin reflections; dry matte porcelain non-slick ground. Concentrated yellow-gold pools over bright ambient fill, lavender-grey shadows, clear air, featherlight pristine futuristic game world. Achievable modern real-time game PBR. No new props, trims, rails, openings, glass where source opaque, portals, characters, text, arrows, diagnostic grid, frost, fog, bloom veil or animated effects. Material and lighting edit only, uncropped exact source camera.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-914a86a8-f64d-434f-967e-a7197061dd00.png",
      "completed_at": "2026-10-16T14:39:58.388321+00:00",
      "previous_outputs": [
        {
          "file": "generation/rejected/amber-cylindro/12_route_study-02.png",
          "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/12. Source eye=[-6764.607, 2803.131, -1365.002], yaw=-11.147, pitch=13.577. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
          "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-2553a6bc-93b3-4ebd-b3fd-1aba9536dd48.png",
          "reason": "Keep the original opaque gridded curved end surface instead of invented exterior."
        }
      ]
    },
    {
      "id": "amber-cylindro/13",
      "route": "amber-cylindro",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -5693.935,
          2690.38,
          -1575.834
        ],
        "eye": [
          -5693.935,
          2690.38,
          -1537.834
        ],
        "yaw": 13.187,
        "pitch": 0,
        "viewpos": "-5694,2690,-1576,13",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/13_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/13_route_collision.jpg",
      "output": "generated/amber-cylindro/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/13. Source eye=[-5693.935, 2690.38, -1537.834], yaw=13.187, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a7636368-722b-4458-990d-5eb9fbde2ace.png",
      "completed_at": "2026-10-16T14:26:43.431325+00:00"
    },
    {
      "id": "amber-cylindro/14",
      "route": "amber-cylindro",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -4590.567,
          2926.66,
          -1521.357
        ],
        "eye": [
          -4590.567,
          2926.66,
          -1483.357
        ],
        "yaw": 1.441,
        "pitch": -35,
        "viewpos": "-4591,2927,-1521,1",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/14_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/14_route_collision.jpg",
      "output": "generated/amber-cylindro/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/14. Source eye=[-4590.567, 2926.66, -1483.357], yaw=1.441, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-692900a3-e8c8-470a-a46c-d13dbf9667ad.png",
      "completed_at": "2026-10-16T14:26:39.913764+00:00"
    },
    {
      "id": "amber-cylindro/15",
      "route": "amber-cylindro",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -3796.002,
          2910.415,
          -717.66
        ],
        "eye": [
          -3796.002,
          2910.415,
          -679.66
        ],
        "yaw": -6.53,
        "pitch": -31.292,
        "viewpos": "-3796,2910,-718,-7",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/15_route_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/15_route_collision.jpg",
      "output": "generated/amber-cylindro/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/15. Source eye=[-3796.002, 2910.415, -679.66], yaw=-6.53, pitch=-31.292. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1159e190-f11b-44c1-9f8d-ad016d8bf207.png",
      "completed_at": "2026-10-16T14:26:09.270355+00:00"
    },
    {
      "id": "amber-cylindro/16",
      "route": "amber-cylindro",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -8300.424,
          2652.796,
          -1548.871
        ],
        "eye": [
          -8300.424,
          2652.796,
          -1510.871
        ],
        "yaw": -178.976,
        "pitch": 1.935,
        "viewpos": "-8300,2653,-1549,-179",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/16_back_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/16_back_collision.jpg",
      "output": "generated/amber-cylindro/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/16. Source eye=[-8300.424, 2652.796, -1510.871], yaw=-178.976, pitch=1.935. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-726b436f-d105-4718-8d7a-7bb0f18c03bc.png",
      "completed_at": "2026-10-16T14:28:09.996051+00:00"
    },
    {
      "id": "amber-cylindro/17",
      "route": "amber-cylindro",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -7484.5,
          3416.463,
          -1575.875
        ],
        "eye": [
          -7484.5,
          3416.463,
          -1537.875
        ],
        "yaw": 175.285,
        "pitch": 0,
        "viewpos": "-7485,3416,-1576,175",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/17_back_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/17_back_collision.jpg",
      "output": "generated/amber-cylindro/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/17. Source eye=[-7484.5, 3416.463, -1537.875], yaw=175.285, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-12522c3e-09dd-4d5a-adc4-a6299b18cb7c.png",
      "completed_at": "2026-10-16T14:26:09.135534+00:00"
    },
    {
      "id": "amber-cylindro/18",
      "route": "amber-cylindro",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -6640.489,
          2754.484,
          -1504.963
        ],
        "eye": [
          -6640.489,
          2754.484,
          -1466.963
        ],
        "yaw": 126.948,
        "pitch": -35,
        "viewpos": "-6640,2754,-1505,127",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/18_back_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/18_back_collision.jpg",
      "output": "generated/amber-cylindro/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/18. Source eye=[-6640.489, 2754.484, -1466.963], yaw=126.948, pitch=-35. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-212ef938-5d24-40e5-ad0e-b5e2b964d188.png",
      "completed_at": "2026-10-16T14:27:35.836289+00:00"
    },
    {
      "id": "amber-cylindro/19",
      "route": "amber-cylindro",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -3202.805,
          2837.82,
          -343.513
        ],
        "eye": [
          -3202.805,
          2837.82,
          -305.513
        ],
        "yaw": 172.939,
        "pitch": 32.68,
        "viewpos": "-3203,2838,-344,173",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/19_back_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/19_back_collision.jpg",
      "output": "generated/amber-cylindro/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/19. Source eye=[-3202.805, 2837.82, -305.513], yaw=172.939, pitch=32.68. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-dff0a97c-1dc0-46a1-a7a5-d6a07641962a.png",
      "completed_at": "2026-10-16T14:28:10.048113+00:00"
    },
    {
      "id": "amber-cylindro/20",
      "route": "amber-cylindro",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -10816,
          3552,
          186
        ],
        "eye": [
          -10816,
          3552,
          224
        ],
        "yaw": -15.356,
        "pitch": 20.323,
        "viewpos": "-10816,3552,186,-15",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/amber-cylindro/shots/20_overview_greybox.jpg",
      "collision": "blockouts/amber-cylindro/shots/20_overview_collision.jpg",
      "output": "generated/amber-cylindro/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: amber-cylindro/20. Source eye=[-10816, 3552, 224], yaw=-15.356, pitch=20.323. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/amber-cylindro/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-bc3e34ad-9bbd-4646-91c8-8af3c14a69e8.png",
      "completed_at": "2026-10-16T14:30:14.477138+00:00"
    },
    {
      "id": "teh-end/01",
      "route": "teh-end",
      "camera": {
        "id": "01",
        "kind": "route",
        "origin": [
          -2659.681,
          3462.766,
          -281.646
        ],
        "eye": [
          -2659.681,
          3462.766,
          -243.646
        ],
        "yaw": -43.711,
        "pitch": 3.074,
        "viewpos": "-2660,3463,-282,-44",
        "files": {
          "greybox": "shots/01_route_greybox.jpg",
          "collision": "shots/01_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/01_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/01_route_collision.jpg",
      "output": "generated/teh-end/01_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/01. Source eye=[-2659.681, 3462.766, -243.646], yaw=-43.711, pitch=3.074. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/01_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-deacb647-0dd0-4090-996b-ebfaad5d4c80.png",
      "completed_at": "2026-10-16T14:28:39.714204+00:00"
    },
    {
      "id": "teh-end/02",
      "route": "teh-end",
      "camera": {
        "id": "02",
        "kind": "route",
        "origin": [
          -2617.491,
          3470.841,
          -284.646
        ],
        "eye": [
          -2617.491,
          3470.841,
          -246.646
        ],
        "yaw": -62.658,
        "pitch": 6.128,
        "viewpos": "-2617,3471,-285,-63",
        "files": {
          "greybox": "shots/02_route_greybox.jpg",
          "collision": "shots/02_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/02_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/02_route_collision.jpg",
      "output": "generated/teh-end/02_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/02. Source eye=[-2617.491, 3470.841, -246.646], yaw=-62.658, pitch=6.128. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/02_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6f55b001-9f55-4de9-b8f5-2dad98fba081.png",
      "completed_at": "2026-10-16T14:28:39.340979+00:00"
    },
    {
      "id": "teh-end/03",
      "route": "teh-end",
      "camera": {
        "id": "03",
        "kind": "route",
        "origin": [
          -2575.094,
          3474.293,
          -288.799
        ],
        "eye": [
          -2575.094,
          3474.293,
          -250.799
        ],
        "yaw": -77.308,
        "pitch": 9.25,
        "viewpos": "-2575,3474,-289,-77",
        "files": {
          "greybox": "shots/03_route_greybox.jpg",
          "collision": "shots/03_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/03_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/03_route_collision.jpg",
      "output": "generated/teh-end/03_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/03. Source eye=[-2575.094, 3474.293, -250.799], yaw=-77.308, pitch=9.25. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/03_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-61f13726-d7d4-429b-8ff3-d9b3b2151efe.png",
      "completed_at": "2026-10-16T14:29:08.307595+00:00"
    },
    {
      "id": "teh-end/04",
      "route": "teh-end",
      "camera": {
        "id": "04",
        "kind": "route",
        "origin": [
          -2538.023,
          3456.132,
          -290.673
        ],
        "eye": [
          -2538.023,
          3456.132,
          -252.673
        ],
        "yaw": -86.819,
        "pitch": 3.528,
        "viewpos": "-2538,3456,-291,-87",
        "files": {
          "greybox": "shots/04_route_greybox.jpg",
          "collision": "shots/04_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/04_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/04_route_collision.jpg",
      "output": "generated/teh-end/04_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/04. Source eye=[-2538.023, 3456.132, -252.673], yaw=-86.819, pitch=3.528. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/04_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-0f26a086-175f-43c6-935c-4b0d7ec1b11a.png",
      "completed_at": "2026-10-16T14:30:44.892333+00:00"
    },
    {
      "id": "teh-end/05",
      "route": "teh-end",
      "camera": {
        "id": "05",
        "kind": "route",
        "origin": [
          -2524.567,
          3416.913,
          -285.415
        ],
        "eye": [
          -2524.567,
          3416.913,
          -247.415
        ],
        "yaw": -89.616,
        "pitch": 1.12,
        "viewpos": "-2525,3417,-285,-90",
        "files": {
          "greybox": "shots/05_route_greybox.jpg",
          "collision": "shots/05_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/05_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/05_route_collision.jpg",
      "output": "generated/teh-end/05_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/05. Source eye=[-2524.567, 3416.913, -247.415], yaw=-89.616, pitch=1.12. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/05_route_greybox.jpg"
      ],
      "size": [
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        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-b855c3fa-8014-469f-a52c-c212b5aca605.png",
      "completed_at": "2026-10-16T14:30:14.529084+00:00"
    },
    {
      "id": "teh-end/06",
      "route": "teh-end",
      "camera": {
        "id": "06",
        "kind": "route",
        "origin": [
          -2524.213,
          3373.963,
          -282.961
        ],
        "eye": [
          -2524.213,
          3373.963,
          -244.961
        ],
        "yaw": -89.07,
        "pitch": 0.061,
        "viewpos": "-2524,3374,-283,-89",
        "files": {
          "greybox": "shots/06_route_greybox.jpg",
          "collision": "shots/06_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/06_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/06_route_collision.jpg",
      "output": "generated/teh-end/06_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/06. Source eye=[-2524.213, 3373.963, -244.961], yaw=-89.07, pitch=0.061. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/06_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-7dbfea99-f987-4883-b1b1-935eb1f8ad77.png",
      "completed_at": "2026-10-16T14:30:45.001677+00:00"
    },
    {
      "id": "teh-end/07",
      "route": "teh-end",
      "camera": {
        "id": "07",
        "kind": "route",
        "origin": [
          -2525.928,
          3332.61,
          -292.345
        ],
        "eye": [
          -2525.928,
          3332.61,
          -254.345
        ],
        "yaw": -87.916,
        "pitch": -2.834,
        "viewpos": "-2526,3333,-292,-88",
        "files": {
          "greybox": "shots/07_route_greybox.jpg",
          "collision": "shots/07_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/07_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/07_route_collision.jpg",
      "output": "generated/teh-end/07_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/07. Source eye=[-2525.928, 3332.61, -254.345], yaw=-87.916, pitch=-2.834. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/07_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-f6fe2dbb-63d9-45e3-b80d-2fe733e0fe38.png",
      "completed_at": "2026-10-16T14:30:44.946661+00:00"
    },
    {
      "id": "teh-end/08",
      "route": "teh-end",
      "camera": {
        "id": "08",
        "kind": "route",
        "origin": [
          -2526.206,
          3292.2,
          -307.048
        ],
        "eye": [
          -2526.206,
          3292.2,
          -269.048
        ],
        "yaw": -86.998,
        "pitch": -3.95,
        "viewpos": "-2526,3292,-307,-87",
        "files": {
          "greybox": "shots/08_route_greybox.jpg",
          "collision": "shots/08_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/08_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/08_route_collision.jpg",
      "output": "generated/teh-end/08_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/08. Source eye=[-2526.206, 3292.2, -269.048], yaw=-86.998, pitch=-3.95. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/08_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-4ac91979-8f17-4ad9-b539-f8ad68ca49c2.png",
      "completed_at": "2026-10-16T14:33:50.573946+00:00"
    },
    {
      "id": "teh-end/09",
      "route": "teh-end",
      "camera": {
        "id": "09",
        "kind": "route",
        "origin": [
          -2525.852,
          3253.727,
          -325.1
        ],
        "eye": [
          -2525.852,
          3253.727,
          -287.1
        ],
        "yaw": -86.009,
        "pitch": -4.593,
        "viewpos": "-2526,3254,-325,-86",
        "files": {
          "greybox": "shots/09_route_greybox.jpg",
          "collision": "shots/09_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/09_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/09_route_collision.jpg",
      "output": "generated/teh-end/09_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/09. Source eye=[-2525.852, 3253.727, -287.1], yaw=-86.009, pitch=-4.593. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/09_route_greybox.jpg"
      ],
      "size": [
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        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-fbc5a0d5-5900-4a38-82f2-04b9e3dc001b.png",
      "completed_at": "2026-10-16T14:33:50.521053+00:00"
    },
    {
      "id": "teh-end/10",
      "route": "teh-end",
      "camera": {
        "id": "10",
        "kind": "route",
        "origin": [
          -2524.723,
          3216.08,
          -304.227
        ],
        "eye": [
          -2524.723,
          3216.08,
          -266.227
        ],
        "yaw": -85.149,
        "pitch": 5.618,
        "viewpos": "-2525,3216,-304,-85",
        "files": {
          "greybox": "shots/10_route_greybox.jpg",
          "collision": "shots/10_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/10_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/10_route_collision.jpg",
      "output": "generated/teh-end/10_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/10. Source eye=[-2524.723, 3216.08, -266.227], yaw=-85.149, pitch=5.618. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/10_route_greybox.jpg"
      ],
      "size": [
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      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9c1d0e1b-48ae-4367-a9dd-44cf5bc03e7b.png",
      "completed_at": "2026-10-16T14:32:39.242148+00:00"
    },
    {
      "id": "teh-end/11",
      "route": "teh-end",
      "camera": {
        "id": "11",
        "kind": "route",
        "origin": [
          -2522.842,
          3175.819,
          -289.335
        ],
        "eye": [
          -2522.842,
          3175.819,
          -251.335
        ],
        "yaw": -84.633,
        "pitch": 10.581,
        "viewpos": "-2523,3176,-289,-85",
        "files": {
          "greybox": "shots/11_route_greybox.jpg",
          "collision": "shots/11_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/11_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/11_route_collision.jpg",
      "output": "generated/teh-end/11_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/11. Source eye=[-2522.842, 3175.819, -251.335], yaw=-84.633, pitch=10.581. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/11_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-79dd9077-4d29-4f6a-8f16-46f0d6c31bbf.png",
      "completed_at": "2026-10-16T14:34:24.252643+00:00"
    },
    {
      "id": "teh-end/12",
      "route": "teh-end",
      "camera": {
        "id": "12",
        "kind": "route",
        "origin": [
          -2520.184,
          3133.569,
          -283.028
        ],
        "eye": [
          -2520.184,
          3133.569,
          -245.028
        ],
        "yaw": -84.177,
        "pitch": 15.293,
        "viewpos": "-2520,3134,-283,-84",
        "files": {
          "greybox": "shots/12_route_greybox.jpg",
          "collision": "shots/12_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/12_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/12_route_collision.jpg",
      "output": "generated/teh-end/12_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/12. Source eye=[-2520.184, 3133.569, -245.028], yaw=-84.177, pitch=15.293. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/12_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-a9a71b1a-a023-4398-9c43-e1db7182ea73.png",
      "completed_at": "2026-10-16T14:32:10.484852+00:00"
    },
    {
      "id": "teh-end/13",
      "route": "teh-end",
      "camera": {
        "id": "13",
        "kind": "route",
        "origin": [
          -2517.034,
          3090.87,
          -281.02
        ],
        "eye": [
          -2517.034,
          3090.87,
          -243.02
        ],
        "yaw": -83.611,
        "pitch": 21.133,
        "viewpos": "-2517,3091,-281,-84",
        "files": {
          "greybox": "shots/13_route_greybox.jpg",
          "collision": "shots/13_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/13_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/13_route_collision.jpg",
      "output": "generated/teh-end/13_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/13. Source eye=[-2517.034, 3090.87, -243.02], yaw=-83.611, pitch=21.133. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/13_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-def2f5a4-00e0-498f-86b4-9ba09e60d57d.png",
      "completed_at": "2026-10-16T14:34:24.088042+00:00"
    },
    {
      "id": "teh-end/14",
      "route": "teh-end",
      "camera": {
        "id": "14",
        "kind": "route",
        "origin": [
          -2513.326,
          3049.141,
          -290.97
        ],
        "eye": [
          -2513.326,
          3049.141,
          -252.97
        ],
        "yaw": -82.919,
        "pitch": 24.945,
        "viewpos": "-2513,3049,-291,-83",
        "files": {
          "greybox": "shots/14_route_greybox.jpg",
          "collision": "shots/14_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/14_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/14_route_collision.jpg",
      "output": "generated/teh-end/14_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/14. Source eye=[-2513.326, 3049.141, -252.97], yaw=-82.919, pitch=24.945. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/14_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-1c16aefa-d4f2-44bc-8713-ad27203fa985.png",
      "completed_at": "2026-10-16T14:33:49.461858+00:00"
    },
    {
      "id": "teh-end/15",
      "route": "teh-end",
      "camera": {
        "id": "15",
        "kind": "route",
        "origin": [
          -2508.715,
          3009.657,
          -306.715
        ],
        "eye": [
          -2508.715,
          3009.657,
          -268.715
        ],
        "yaw": -83.734,
        "pitch": 0,
        "viewpos": "-2509,3010,-307,-84",
        "files": {
          "greybox": "shots/15_route_greybox.jpg",
          "collision": "shots/15_route_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/15_route_greybox.jpg",
      "collision": "blockouts/teh-end/shots/15_route_collision.jpg",
      "output": "generated/teh-end/15_route_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/15. Source eye=[-2508.715, 3009.657, -268.715], yaw=-83.734, pitch=0. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/15_route_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-50850415-4439-44df-a5b5-a8da213b1d96.png",
      "completed_at": "2026-10-16T14:34:50.479386+00:00"
    },
    {
      "id": "teh-end/16",
      "route": "teh-end",
      "camera": {
        "id": "16",
        "kind": "back",
        "origin": [
          -2523.951,
          3408.335,
          -284.955
        ],
        "eye": [
          -2523.951,
          3408.335,
          -246.955
        ],
        "yaw": 161.981,
        "pitch": -1.605,
        "viewpos": "-2524,3408,-285,162",
        "files": {
          "greybox": "shots/16_back_greybox.jpg",
          "collision": "shots/16_back_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/16_back_greybox.jpg",
      "collision": "blockouts/teh-end/shots/16_back_collision.jpg",
      "output": "generated/teh-end/16_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/16. Source eye=[-2523.951, 3408.335, -246.955], yaw=161.981, pitch=-1.605. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/16_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-75e0e1ab-06ec-4bdf-a839-3c0b272412ef.png",
      "completed_at": "2026-10-16T14:34:50.533648+00:00"
    },
    {
      "id": "teh-end/17",
      "route": "teh-end",
      "camera": {
        "id": "17",
        "kind": "back",
        "origin": [
          -2526.009,
          3266.259,
          -320.069
        ],
        "eye": [
          -2526.009,
          3266.259,
          -282.069
        ],
        "yaw": 106.196,
        "pitch": -8.583,
        "viewpos": "-2526,3266,-320,106",
        "files": {
          "greybox": "shots/17_back_greybox.jpg",
          "collision": "shots/17_back_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/17_back_greybox.jpg",
      "collision": "blockouts/teh-end/shots/17_back_collision.jpg",
      "output": "generated/teh-end/17_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/17. Source eye=[-2526.009, 3266.259, -282.069], yaw=106.196, pitch=-8.583. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/17_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6c548255-0600-408d-8253-8a87c31725e0.png",
      "completed_at": "2026-10-16T14:37:16.768444+00:00"
    },
    {
      "id": "teh-end/18",
      "route": "teh-end",
      "camera": {
        "id": "18",
        "kind": "back",
        "origin": [
          -2519.741,
          3127.226,
          -282.52
        ],
        "eye": [
          -2519.741,
          3127.226,
          -244.52
        ],
        "yaw": 91.193,
        "pitch": -0.021,
        "viewpos": "-2520,3127,-283,91",
        "files": {
          "greybox": "shots/18_back_greybox.jpg",
          "collision": "shots/18_back_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/18_back_greybox.jpg",
      "collision": "blockouts/teh-end/shots/18_back_collision.jpg",
      "output": "generated/teh-end/18_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/18. Source eye=[-2519.741, 3127.226, -244.52], yaw=91.193, pitch=-0.021. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/18_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-9569a987-7b6f-4f89-9d81-556d3f1e0719.png",
      "completed_at": "2026-10-16T14:34:25.371418+00:00"
    },
    {
      "id": "teh-end/19",
      "route": "teh-end",
      "camera": {
        "id": "19",
        "kind": "back",
        "origin": [
          -2505.87,
          2987.054,
          -320.399
        ],
        "eye": [
          -2505.87,
          2987.054,
          -282.399
        ],
        "yaw": 94.57,
        "pitch": -2.239,
        "viewpos": "-2506,2987,-320,95",
        "files": {
          "greybox": "shots/19_back_greybox.jpg",
          "collision": "shots/19_back_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/19_back_greybox.jpg",
      "collision": "blockouts/teh-end/shots/19_back_collision.jpg",
      "output": "generated/teh-end/19_back_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/19. Source eye=[-2505.87, 2987.054, -282.399], yaw=94.57, pitch=-2.239. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/19_back_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-6498b5f2-461b-49b0-bac3-ac85466148a4.png",
      "completed_at": "2026-10-16T14:36:36.158183+00:00"
    },
    {
      "id": "teh-end/20",
      "route": "teh-end",
      "camera": {
        "id": "20",
        "kind": "overview",
        "origin": [
          -2592,
          3456,
          -294
        ],
        "eye": [
          -2592,
          3456,
          -256
        ],
        "yaw": -50.082,
        "pitch": 14.336,
        "viewpos": "-2592,3456,-294,-50",
        "files": {
          "greybox": "shots/20_overview_greybox.jpg",
          "collision": "shots/20_overview_collision.jpg"
        }
      },
      "source": "blockouts/teh-end/shots/20_overview_greybox.jpg",
      "collision": "blockouts/teh-end/shots/20_overview_collision.jpg",
      "output": "generated/teh-end/20_overview_study-02.png",
      "status": "complete",
      "prompt": "Use case: sketch-to-render. Edit target: the ONE supplied exact game greybox camera image. Make ONE realistic modern game environment image of this SAME camera and geometry, applying the Golden Reverie dreamspace direction. The source is the ONLY composition reference. Do not substitute a beautiful generic hall, new temple, city or moodboard. Preserve the camera, framing, perspective, vanishing points, field of view and every existing silhouette, surface boundary, proportion, floor, ceiling, wall, obstacle, gap, opening and curve. A wall close-up stays a wall close-up. A view looking up or down retains its exact viewing direction. Empty or sparse views stay sparse.\nIMPORTANT: diagnostic grid regions are SURFACES, including large pale circles, ovals, end walls and purple upper planes. Keep them as surfaces, not new openings, windows, sky holes or voids. A solid pale gridded end surface must stay solid and opaque. Do not erase ceilings to show the sky. Only areas that are actually open background may show the outside dreamworld. Source transparent panels remain transparent solid glass with their original boundaries, never opaque metal.\nNew materials: pristine opaque warm pearl SATIN ceramic-composite boundary walls and ceilings; existing opaque slick floors, ramps and riding curves all use ONE consistent pale champagne photonic glass-ceramic, a solid luminous cream body with restrained internal gold radiance and broad satin reflections. It is physically solid, not an energy beam, portal, force field or flowing effect. Normal standing ground is dry matte porcelain-composite, non-emissive and visibly distinct from slick. Existing glass stays clear. Subtle flush seams only, no raised trims or new edges. Boundary walls stay smooth with no new grips. No frozen ice, frost, snow, water or wet puddles.\nWorld: a futuristic dreamspace formed from pristine memories, enormous yet featherlight and freeing, a new universe with consistent physics, no functional factory story. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, very restrained slate #626577. No route-name colours.\nLight: clear golden hour and concentrated yellow-gold pools over light ambient fill. NOT too dark; keep all landings and silhouettes readable, no crushed shadows, blown highlights, bloom veil, haze, fog or god rays. No dramatic zone lighting transition. Only through existing openings: a pale apricot/lavender dream horizon with very sparse pinprick stars and distant unreachable abstract architectural echoes, never fake playable shortcuts. Tiny static gold glints may appear far beyond traversal; never a particle curtain.\nDecoration density 4/10 through material finish and existing forms. Do not add props, architecture, rails, bridges, pillars, machinery, pipes, vehicles, plants, NPCs, characters, signs, text, symbols, arrows, new markings, checker patterns, scanning lights, holograms or animated energy streams. Preserve existing hazard/obstacle geometry but recolour it into the same pearl/champagne/gold family. Ignore the source test-grid colours and arbitrary section name.\nAchievable high-quality real-time game PBR rendering, not fantasy concept illustration. One 16:9 landscape image with the SAME full-frame composition, no crop, letterbox, montage or board. This is a material and lighting edit; the geometry does not change.\n\nCamera identifier only: teh-end/20. Source eye=[-2592, 3456, -256], yaw=-50.082, pitch=14.336. Name is an identifier, never a theme.\n\nExtra composition rule: the flat purple-grey upper planes in these greyboxes are enclosing boundary geometry, not an invitation to remove the roof or reveal an exterior. Keep them as continuous physical surfaces in the same exact image area. If there is no genuine ungridded sky region in the source, show NO sky, stars or distant city anywhere in the frame. Do not create even a small triangular exterior opening in a wall or ceiling.\n\nTransparency detail: cyan/teal translucent edge bands in the source represent FLAT transparent surfaces. Retain their exact plane, width and see-through character as clear neutral glass with a restrained warm response. They must not become opaque gold curbs, raised rims, railings or metallic lips. Source diagnostic colours identify regions, not the final palette.\n\nOpen-background detail: any uniform pale-blue region WITHOUT diagnostic grid lines is OPEN OUTSIDE SKY, not an untextured wall. Keep that area visibly open in the same exact image shape and location. Show the pale golden-hour/lavender dream horizon there; never fill it with pearl walls, opaque glass or a ceiling extension. This is distinct from the gridded purple upper boundary planes and the gridded physical floor/wall surfaces, which remain geometry.",
      "reference_images": [
        "blockouts/teh-end/shots/20_overview_greybox.jpg"
      ],
      "size": [
        1672,
        941
      ],
      "tool_output": "/home/david/.codex/generated_images/01a13c40-a5ba-71c3-a859-a6d7e97d8a66/exec-29062a5a-ac97-4dca-b53e-0c701127841e.png",
      "completed_at": "2026-10-16T14:37:16.833924+00:00"
    }
  ],
  "completed": 460,
  "updated_at": "2026-10-16T14:39:58.448882+00:00"
}
